Depth-first iterative-deepening: an optimal admissible tree search
Artificial Intelligence
The History Heuristic and Alpha-Beta Search Enhancements in Practice
IEEE Transactions on Pattern Analysis and Machine Intelligence
A world championship caliber checkers program
Artificial Intelligence
Feature discovery for problem solving systems
Feature discovery for problem solving systems
TD-Gammon, a self-teaching backgammon program, achieves master-level play
Neural Computation
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
On Pruning Techniques for Multi-Player Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
Automatic feature extraction for autonomous general game playing agents
Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems
Graph-Based Domain Mapping for Transfer Learning in General Games
ECML '07 Proceedings of the 18th European conference on Machine Learning
Using abstraction in Two-Player Games
Proceedings of the 2008 conference on ECAI 2008: 18th European Conference on Artificial Intelligence
Answer Set Programming for Single-Player Games in General Game Playing
ICLP '09 Proceedings of the 25th International Conference on Logic Programming
Neural Networks for State Evaluation in General Game Playing
ECML PKDD '09 Proceedings of the European Conference on Machine Learning and Knowledge Discovery in Databases: Part II
Heuristic evaluation functions for general game playing
AAAI'07 Proceedings of the 22nd national conference on Artificial intelligence - Volume 2
Fluxplayer: a successful general game player
AAAI'07 Proceedings of the 22nd national conference on Artificial intelligence - Volume 2
Simulation-based approach to general game playing
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 1
Learning and multiagent reasoning for autonomous agents
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
Automated theorem proving for general game playing
IJCAI'09 Proceedings of the 21st international jont conference on Artifical intelligence
Decomposition of Multi-player Games
AI '09 Proceedings of the 22nd Australasian Joint Conference on Advances in Artificial Intelligence
CI in general game playing: to date achievements and perspectives
ICAISC'10 Proceedings of the 10th international conference on Artifical intelligence and soft computing: Part II
Instantiating general games using prolog or dependency graphs
KI'10 Proceedings of the 33rd annual German conference on Advances in artificial intelligence
Translating general game descriptions into an action language
Logic programming, knowledge representation, and nonmonotonic reasoning
Multigame playing by means of UCT enhanced with automatically generated evaluation functions
AGI'11 Proceedings of the 4th international conference on Artificial general intelligence
General game playing in AI research and education
KI'11 Proceedings of the 34th Annual German conference on Advances in artificial intelligence
Generic heuristic approach to general game playing
SOFSEM'12 Proceedings of the 38th international conference on Current Trends in Theory and Practice of Computer Science
Automated verification of state sequence invariants in general game playing
Artificial Intelligence
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Computer game players are typically designed to play a single game: today's best chess-playing programs cannot play checkers, or even tic-tac-toe. General Game Playing is the problem of designing an agent capable of playing many different previously unseen games. The first AAAI General Game Playing Competition was held at AAAI 2005 in order to promote research in this area. In this article, we survey some of the issues involved in creating a general game playing system and introduce our entry to that event. The main feature of our approach is a novel method for automatically constructing effective search heuristics based on the formal game description. Our agent is fully implemented and tested in a range of different games.