Testing Hybrid Computational Intelligence Algorithms for General Game Playing

Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 12104)


General Videogame Playing is one of the hottest topics in the research field of AI in videogames. It aims at the implementation of algorithms or autonomous agents able to play a set of unknown games efficiently, just receiving the set of rules to play in real time. Thus, this work presents the implementation of eight approaches based on the main techniques applied in the literature to face this problem, including two different hybrid implementations combining Montecarlo Tree Search and Genetic Algorithms. They have been created within the General Video Game Artificial Intelligence (GVGAI) Competition platform. Then, the algorithms have been tested in a set of 20 games from that competition, analyzing its performance. According to the obtained results, we can conclude that the proposed hybrid approaches are the best approaches, and they would be a very competitive entry for the competition.


Artificial Intelligence Videogames Evolutionary algorithms MCTS Hybrid algorithm General Videogame Playing GVGAI 



This work has been supported by Ministerio español de Ciencia, Innovación y Universidades (MINECO) with project DeepBio (TIN2017-85727-C4-1-P) with Universidad de Málaga, DeepBio (TIN2017-85727-C4-2-P) with Universidad de Granada, and KNOWAVES (TEC2015-68752), also funded by FEDER. Together with project 5G-CLOPS (RTI2018-102002-A-I00) granted by Ministerio español de Ciencia, Innovación y Universidades and project EVO5G (B-TIC-402-UGR18) supported by Junta de Andalucá­a and FEDER.


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Authors and Affiliations

  1. 1.Department of Languages and Computer SciencesUniversity of MálagaMálagaSpain
  2. 2.Department of Computer Science and EngineeringUniversity of CádizCádizSpain
  3. 3.Department of Signal Theory, Telematics and CommunicationsUniversity of GranadaGranadaSpain

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