Research in human-level AI using computer games
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
AI Game Programming Wisdom
AI Game Programming Wisdom
Review: Intelligent Agents for Computer Games
CG '00 Revised Papers from the Second International Conference on Computers and Games
Human-Level AI's Killer Application: Interactive Computer Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
AI Game Development
Game AI is Dead. Long Live Game AI!
IEEE Intelligent Systems
TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES
Applied Artificial Intelligence
A Neuro-fuzzy Approach to User Attention Recognition
ICANN '08 Proceedings of the 18th international conference on Artificial Neural Networks, Part I
A Survey of Affect Recognition Methods: Audio, Visual, and Spontaneous Expressions
IEEE Transactions on Pattern Analysis and Machine Intelligence
A Casual Revolution: Reinventing Video Games and Their Players
A Casual Revolution: Reinventing Video Games and Their Players
Convex Non-negative Matrix Factorization in the Wild
ICDM '09 Proceedings of the 2009 Ninth IEEE International Conference on Data Mining
Player modeling using self-organization in tomb raider: underworld
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Modeling player experience in super mario bros
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
A data mining approach to strategy prediction
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Evolving content in the galactic arms race video game
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Preference learning for cognitive modeling: a case study on entertainment preferences
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Towards affective camera control in games
User Modeling and User-Adapted Interaction
In-Game: From Immersion to Incorporation
In-Game: From Immersion to Incorporation
Experience-Driven Procedural Content Generation
IEEE Transactions on Affective Computing
Ranking vs. Preference: a comparative study of self-reporting
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part I
Towards capturing and enhancing entertainment in computer games
SETN'06 Proceedings of the 4th Helenic conference on Advances in Artificial Intelligence
Evolving 3d buildings for the prototype video game subversion
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Player modeling impact on player's entertainment in computer games
UM'05 Proceedings of the 10th international conference on User Modeling
Proceedings of the International Conference on the Foundations of Digital Games
Modelling Global Pattern Formations for Collaborative Learning Environments
ICALT '12 Proceedings of the 2012 IEEE 12th International Conference on Advanced Learning Technologies
Generating map sketches for strategy games
EvoApplications'13 Proceedings of the 16th European conference on Applications of Evolutionary Computation
EvoApplications'13 Proceedings of the 16th European conference on Applications of Evolutionary Computation
Proceedings of the 15th annual conference on Genetic and evolutionary computation
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More than a decade after the early research efforts on the use of artificial intelligence (AI) in computer games and the establishment of a new AI domain the term ``game AI'' needs to be redefined. Traditionally, the tasks associated with game AI revolved around non player character (NPC) behavior at different levels of control, varying from navigation and pathfinding to decision making. Commercial-standard games developed over the last 15 years and current game productions, however, suggest that the traditional challenges of game AI have been well addressed via the use of sophisticated AI approaches, not necessarily following or inspired by advances in academic practices. The marginal penetration of traditional academic game AI methods in industrial productions has been mainly due to the lack of constructive communication between academia and industry in the early days of academic game AI, and the inability of academic game AI to propose methods that would significantly advance existing development processes or provide scalable solutions to real world problems. Recently, however, there has been a shift of research focus as the current plethora of AI uses in games is breaking the non-player character AI tradition. A number of those alternative AI uses have already shown a significant potential for the design of better games. This paper presents four key game AI research areas that are currently reshaping the research roadmap in the game AI field and evidently put the game AI term under a new perspective. These game AI flagship research areas include the computational modeling of player experience, the procedural generation of content, the mining of player data on massive-scale and the alternative AI research foci for enhancing NPC capabilities.