Overview
Part of the book series: Synthesis Lectures on Games and Computational Intelligence (SLGCI)
Access this book
Tax calculation will be finalised at checkout
Other ways to access
Table of contents (9 chapters)
About this book
Authors and Affiliations
About the authors
Raluca D. Gaina is currently studying for her Ph.D. in Intelligent Games and Games Intelligence at Queen Mary University of London, in the area of rolling horizon evolution in general video game playing, after completing a B.Sc. and M.Sc. in Computer Games at the University of Essex. In 2018, she did a three-month internship at Microsoft Research Cambridge, working on the Multi-Agent Reinforcement Learning in Malmo Competition (MARLO, aka.ms/marlo). She is the track organizer of the Two-Player General Video Game AI Competition (gvgai.net). Her research interests include general video game playing AI, reinforcement learning, and evolutionary computation algorithms.
Julian Togelius is an Associate Professor in the Department of Computer Science and Engineering, New York University, USA. He works on artificial intelligence for games and games for artificial intelligence. His current main research directions involve search-based procedural content generation in games, general video game playing, player modeling, generating games based on open data, and fair and relevant benchmarking of AI through game-based competitions. He is the Editor-in-Chief of IEEE Transactions on Games and has been chair or program chair of several of the main conferences on AI and games. Togelius holds a B.A. from Lund University, an M.Sc. from the University of Sussex, and a Ph.D. from the University of Essex. He has previously worked at IDSIA in Lugano and at the IT University of Copenhagen.
Ahmed Khalifa is a Ph.D. student at New York University working on procedural content generation and automated game playing. He also works as a game developer and designer in his free time and has released more than 30 games algorithms.
Jialin Liu is currently a Research Assistant Professor at the Department of Computer Science and Engineering of Southern University of Science and Technology (SUSTech, China). Before joining SUSTech, she was a Postdoctoral Research Associate at Queen Mary University of London(QMUL, UK) and one of the founding members of the Game AI research group of QMUL. Her research interests include AI and games, noisy optimization, portfolio of algorithms, and meta-heuristics. Jialin served as Program Co-Chair of 2018 IEEE Computational Intelligence and Games (CIG2018), and Competition Chair of FDG2018, FDG2019, and CEC2019. Jialin received her Ph.D. in Computer Science from the Inria Saclay and the Universite Paris-Saclay (France) in December 2015 and a Master's in Bioinformatics and Biostatistics from the Ecole Polytechnique and the Universite Paris-Sud (France) in 2013.
Bibliographic Information
Book Title: General Video Game Artificial Intelligence
Authors: Diego Pérez Liébana, Simon M. Lucas, Raluca D. Gaina, Julian Togelius, Ahmed Khalifa, Jialin Liu
Series Title: Synthesis Lectures on Games and Computational Intelligence
DOI: https://doi.org/10.1007/978-3-031-02122-0
Publisher: Springer Cham
eBook Packages: Synthesis Collection of Technology (R0), eBColl Synthesis Collection 9
Copyright Information: Springer Nature Switzerland AG 2020
Softcover ISBN: 978-3-031-00994-5Published: 09 October 2019
eBook ISBN: 978-3-031-02122-0Published: 31 May 2022
Series ISSN: 2573-6485
Series E-ISSN: 2573-6493
Edition Number: 1
Number of Pages: XIV, 177
Topics: Mathematics, general, Engineering, general, Computational Intelligence, Popular Culture, Artificial Intelligence