The History Heuristic and Alpha-Beta Search Enhancements in Practice
IEEE Transactions on Pattern Analysis and Machine Intelligence
Automatic feature generation for problem solving systems
ML92 Proceedings of the ninth international workshop on Machine learning
Artificial Intelligence - Special issue on heuristic search in artificial intelligence
Feature Discovery for Inductive Concept Learning
Feature Discovery for Inductive Concept Learning
Automatic heuristic construction in a complete general game player
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
IJCAI'05 Proceedings of the 19th international joint conference on Artificial intelligence
Symbolic Classification of General Two-Player Games
KI '08 Proceedings of the 31st annual German conference on Advances in Artificial Intelligence
Knowledge Generation for Improving Simulations in UCT for General Game Playing
AI '08 Proceedings of the 21st Australasian Joint Conference on Artificial Intelligence: Advances in Artificial Intelligence
Propositional Automata and Cell Automata: Representational Frameworks for Discrete Dynamic Systems
AI '08 Proceedings of the 21st Australasian Joint Conference on Artificial Intelligence: Advances in Artificial Intelligence
General Game Playing with Ants
SEAL '08 Proceedings of the 7th International Conference on Simulated Evolution and Learning
Modelling Actor Evolution in Agent-Based Simulations
Organized Adaption in Multi-Agent Systems
Architecture for Hybrid Robotic Behavior
HAIS '09 Proceedings of the 4th International Conference on Hybrid Artificial Intelligence Systems
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
Simulation-based approach to general game playing
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 1
Automated theorem proving for general game playing
IJCAI'09 Proceedings of the 21st international jont conference on Artifical intelligence
Coevolving intelligent game players in a cultural framework
CEC'09 Proceedings of the Eleventh conference on Congress on Evolutionary Computation
Decomposition of Multi-player Games
AI '09 Proceedings of the 22nd Australasian Joint Conference on Advances in Artificial Intelligence
Instantiating general games using prolog or dependency graphs
KI'10 Proceedings of the 33rd annual German conference on Advances in artificial intelligence
Artificial Intelligence
Translating general game descriptions into an action language
Logic programming, knowledge representation, and nonmonotonic reasoning
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
The general game playing description language is universal
IJCAI'11 Proceedings of the Twenty-Second international joint conference on Artificial Intelligence - Volume Volume Two
Searching with partial belief states in general games with incomplete information
KI'12 Proceedings of the 35th Annual German conference on Advances in Artificial Intelligence
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General Game Playing (GGP) is the art of designing programs that are capable of playing previously unknown games of a wide variety by being told nothing but the rules of the game. This is in contrast to traditional computer game players like Deep Blue, which are designed for a particular game and can't adapt automatically to modifications of the rules, let alone play completely different games. General Game Playing is intended to foster the development of integrated cognitive information processing technology. In this article we present an approach to General Game Playing using a novel way of automatically constructing a position evaluation function from a formal game description. Our system is being tested with a wide range of different games. Most notably, it is the winner of the AAAI GGP Competition 2006.