Abstract
In the previous chapters of this book we have described the GVGAI framework and competitions, and also some of the most interesting lines of research that have used this benchmark to tackle GVGAI problems. This is, however, a non-exclusive list, as a recent survey shows [Pérez Liébana et al., 2018b]. We have also seen how this framework has been employed in education, with higher education institutions using GVGAI for undergraduate and postgraduate assignments, final year, master and Ph.D. projects. The more technical chapters also provide a list of exercises that can serve as project ideas to take this further.
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Liébana, D.P. (2020). GVGAI: What’s Next?. In: General Video Game Artificial Intelligence. Synthesis Lectures on Games and Computational Intelligence. Springer, Cham. https://doi.org/10.1007/978-3-031-02122-0_9
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DOI: https://doi.org/10.1007/978-3-031-02122-0_9
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-00994-5
Online ISBN: 978-3-031-02122-0
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