Page numbers in italics indicate references to figures.
AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 142
A*algorithm, 130–131
Achievers, 79
Adaptive intelligence, 31–34
AI-complete problems, 93
AlphaGo, 9–10, 133, 138, 152n4
AlphaZero, 152n4
Analytic Engine, 91
ANGELINA, 110
Angry Birds, 11, 12–13, 15, 132
assessing yourself in playing, 16
learning while playing, 20, 21–22
planning in, 14
player’s moves in, 17
players of, 79
randomness in, 16
spatial thinking in playing, 14–15
Animal psychology, 32
Artificial agents, 133–136, 148n5
Artificial intelligence (AI), 25. See also Intelligence
creativity through collaborations between humans and, 111–113, 113
defining, 36–38, 146n1
designing for, 115–119, 118
as editable, 124–125
further reading on, 141–143
game competitions, 131–133
game design patterns based on, 119–127, 121–124, 126–127
games as the future of, 137–140
for general video game playing, 133–136, 135
as guided, 125–128, 126–127
lack of common agreement in defining, 38–40
narrow, 37–38
neural networks and, 63–66
as nonplayer character (NPC) in video games, 41–48
playing like “average” players, 76–78
as role model, 120–122
that develops itself, 57–58
Togelius’ working definition of, 39–40
as trainee, 122–124, 123–124
visualized, 120
what if video games had actual, 48–51
why the future is not here yet with, 51–55
Artificial Intelligence: A Modern Approach, 142
Artificial Intelligence and Games, 141
ArXiv, 143
Assessing yourself in playing games, 16
Auditory processing, 19
Babbage, Charles, 91
Backpropagation, 66, 77–78, 117
Bartle, Richard, 79, 82
Battlefield 4, 89
Behavior-based robotics, 32–33
Big Five personality traits, 88
Black and White, 122, 123
Bloodborne, 37
Boden, Margaret, 96
Brain, neural networks of the, 63–66
Branching factors, 7, 8–9
Brooks, Rodney, 32–33
Browne, Cameron, 107–108
B-splines, 93
Bubble Bobble, 48
C++, 62
Call of Duty, 17, 41
Canossa, Alessandro, 80
Cattell-Horn-Carroll (CHC) theory, 17–18, 19, 138
Characteristics of Games, 142, 146n3
Checkers, 3, 53, 68, 131, 146n7
Chess, 1–3, 11
assessing yourself in playing, 16
competitions for, 131, 133
computer, 3–7
consciousness in playing, 37
moving one unit at a time in, 53
planning in, 13–14
player’s moves in, 17
predicting opponent’s actions and reactions in playing, 15
spatial thinking in playing, 14
Chollet, François, 142
Civilization, 48, 53–54, 89, 99
Clustering, 81
Coevolution, 60
Cognitive abilities, 17–18, 19
Communication via text, 25–28
Competitions, AI game, 131–133
Comprehension-knowledge, 19
Computers
activities accomplished by, 29
early, 1
evolutionary algorithms and, 61
fitness function and, 62
game playing ability of, 30, 146n7
pattern recognition by, 29
program mutations in, 60–61
Turing test and, 26
Consciousness, 37
Content, game
general, 106–111, 108, 110
personalized, 102–106, 103, 105
Cook, Mike, 110
Correlation, 87
Creativity, automating, 91–96, 95
in general content, 106–111, 108, 110
personal content and, 102–106, 103, 105
random number God and, 96–101, 98–99, 101
through human collaboration with AI systems, 111–113, 113
Credit assignment problem, 73
Crossovers, 61
Cut the Rope, 151n13
Czikszentmihalyi, Mihaly, 22
Darwin, Charles, 58
Decision/reaction time/speed, 19
Decision tree induction, 83
Deep Blue, 4, 9–10, 138
Deep learning, 65, 117
Deep Learning with Python, 142
DeepMind, 9–10, 73–74, 133
De Nardi, Renzo, 92, 95
Design for artificial intelligence, 115–119, 118
game design patterns in, 119–127, 121–124, 126–127
Diablo, 99
DNA mutations, 59
DOOM, 117–118, 132
DOTA, 36
Drachen, Anders, 80
Dune 2, 117
Dungeons and Dragons, 96–97
Dwarf Fortress, 99
Editable nature of artificial intelligence, 124–125
Eiben, A. E., 142
Elias, George Skaff, 142
Elite, 99–100
Eliza (computer program), 147n4
Enemy 362. See Nonplayer characters (NPCs)
Ethology, 32
EvoCommander, 123–124
Evolution
by artificial intelligence, 57–58
by natural selection, 58–61
trial and error on speed and, 70–74
Evolutionary algorithms, 61
Expected reward, 73
Experience-driven procedural content generator, 104
Explorers, 79
Façade, 119
Facebook, 25, 29, 103
F.E.A.R., 46, 148n4
Feedforward networks, 63, 64
First-person shooter (FPS) games, 41–45, 57, 116, 117–118
Fitness function, 62
Fluid reasoning, 19
Foundations of Digital Games (FDG), 142–143
Fuzzy logic, 130
Galactic Arms Race, 124–125, 126
Games. See also Checkers; Chess; Go (game); Video games
assessing yourself in playing, 16
cognitive abilities used in, 17–18, 19
competitions, AI, 131–133
as the future of artificial intelligence, 137–140
learning when playing, 18–23
minimax algorithm in, 4–9
planning in playing, 13–14
player’s moves in, 17
playing like “average” players, 76–78
predicting opponent’s actions and reactions in playing, 15–16
recombination, 107
spatial thinking in playing, 14–15
Garfield, Richard, 142
Gears of War, 41
General game content, 106–111, 108, 110
General problem-solving capacity, 33
General Video Game AI (GVG-AI) Competition, 134–136
General video game playing, 133–136, 135
Genetic mutations, 59
Go (game), 8–10, 131, 133
moving one unit at a time in, 53
Goldfish memory, 29
Guided nature of artificial intelligence, 125–128, 126–127
Gutschera, K. Robert, 142
Half-Life, 41
Halo, 17, 46
Halo 2, 148n4
Heredity, 58
Human intelligence, 28–31
consciousness and, 37
as situational, 31–32
Hutter, Marcus, 34–35
IDSIA, 34
IEEE Conference on Computational Intelligence and Games (CIG), 142
IEEE Transactions on Games, 143
If-then rules, 83
Imitation game, 26
Infinite Mario, 102, 103, 130–131
In-game variables, 87–88
Intelligence, 17–18. See also Artificial intelligence (AI)
as adaptive behavior, 31–34
communication and, 25–28
defining, 25–27, 129
of humans, 28–31
lack of common agreement in defining, 38–40
robotic, 32–33
situational, 31–32
Turing test and, 26
universal, 34–36
Introduction to Evolutionary Computing, 142
Isla, Damian, 148n4
Java, 62
Karakovskiy, Sergey, 130
Kasparov, Garry, 4, 9–10
Killers, 79
Kolmogorov complexity, 36
Koster, Ralph, 20, 109
Lanzi, Pier Luca, 130
League of Legends, 116
Learning
deep, 65, 117
by games, 76–78
supervised, 78
unsupervised, 81
when playing games, 18–23
Legg, Shane, 34–35
Liapis, Antonios, 112
Loiacono, Daniele, 130
Long-term storage and retrieval, 19
Lovelace, Ada, 91
Ludi, 107–108
Mahlmann, Tobias, 83
Mario AI Competition, 2011, 132–133, 136
Market segmentation, 79
Martinez, Josep, 84–87
Mass Effect, 17
Mateas, Michael, 119
Memory, human, 28–29
Minecraft, 85–88, 99, 116
Minimax algorithm
breakdown of, 54
Chess and, 4–7
Go and, 8–9
Missile Command, 73–74
Mixed-initiative AI-assisted game design tools, 112
Monte Carlo tree search (MCTS), 9–10
Moves, players’, 17
Ms. Pac-Man, 132
MUD, 79
Mutations
computer program, 60–61
DNA, 59
Narrow AI, 37–38
Natural selection, 58–61
Nelson, Mark, 141
NERO, 123
NetHack, 99
Neural networks, 63–66
automating creativity, 91–96, 95, 105
self-organizing maps, 80–81
video games as environments for testing, 66–70
Nintendo Entertainment System (NES), 11
No Man’s Sky, 100, 101
Nonplayer characters (NPCs)
artificial intelligence control of, 41–46, 138–139
automatic creativity and, 97
behaving in believable ways, 49–50
limits to abilities of, 46–48
playing subgames, 50
Norvig, Peter, 142
Open world games, 48–49
Origin of Species, The, 58
Orkin, Jeff, 148n4
Pacifists, 82
Pac-Man, 73–74, 108–109
Pattern recognition, 29
Pedersen, Chris, 102
Perez-Liebana, Diego, 134
Personalized content, 102–106, 103, 105
Pirates!, 47–48
Planning in playing games, 13–14
Players, game
content personalized for, 102–106, 103, 105
outside the game, 84–90
types of, 78–84
Pokémon, 123
Prediction of opponent’s actions and reactions, 15–16
Procedural Content Generation in Games, 141
Procedural Content Generation Workshop, 143
Processing speed, 19
Python, 62
Q-learning algorithm, 71–74
Quantitative knowledge, 19
“Rage quit,” 88
Randomness, 16
Random Number God, 96–101, 98–99, 101
Reading and writing ability, 19
REALM, 131
Recombination games, 107
Refraction, 151n13
Reinforcement learning, 3
Reinforcement learning problem, 70–71
Reiss, Stephen, 84–85
Representation for programs, 62
RoboRally, 124
Robotics, behavior-based, 32–33
Rogue, 97–101
Role model, artificial intelligence as, 120–122
Role-playing games, 85, 88, 96–97, 99, 116–117, 119
Ropossum tool, 151n13
Rovio, 12
Rules of Play: Game Design Fundamentals, 142
Runners, 82
Russell, Stuart, 142
Samuel, Arthur, 3
Schaul, Tom, 134
Schmidhuber’s theory, 22
Search-based procedural content generation, 150n3
Sedol, Lee, 9–10
Selection, 58–59
Self-organizing map, 80–81
Self-reproduction, 30
Sentient Sketchbook, 112–113
Shadow of Mordor, 46, 148n4
Shaker, Noor, 104, 141
Shoelaces, tying of, 30
Short-term memory, 19
SimCity, 17
Sims, The, 125–126, 127
Simulated Car Racing Competition, 2012, 132–133
Situational intelligence, 31–32
Skill depth, 110
Skyrim, 17
Slack, 25
Smith, Adam, 110
Smith, Gillian, 112
Smith, J. E., 142
SMS, 25
Socializers, 79
Socrates, 16
Sokoban, 110
Solvers, 82
Spatial thinking in playing games, 14–15
Spleunky, 99
Spronck, Pieter, 89
Spy Party, 120–121, 122
Square Enix Europe, 80
Stanley, Ken, 124–125
StarCraft, 36, 54–55, 96, 132–133, 138, 150n3
State, 148n1
Stern, Andrew, 119
Super Mario Bros., 11–12, 13, 96, 130, 150n3. See also Infinite Mario
assessing yourself in playing, 16
learning while playing, 20–21
personalized content and, 102
planning in, 14
player’s moves in, 17
players of, 79
predicting opponent’s actions and reactions in playing, 15
randomness in, 16
spatial thinking in playing, 14
Supervised learning, 78
Tanagra, 112–113
Target group analysis, 79
Tekinbaş, Katie Salen, 142
Tekofsky, Shoshanna, 89
Tetris, 73
Third Eye Crime, 120, 121
Thompson, Tommy, 142
Tomb Raider: Underworld, 80, 81, 86
TORCS, 130, 131
To That Sect, 110
Toy, Michael, 96–97
Trainee, artificial intelligence as, 122–124, 123–124
Transport Tycoon, 17
Tree-search algorithm, 7
Trial and error, 70–74, 78
Turing, Alan, 1, 3, 4, 7, 26, 147n2–3
Turing test, 26, 30–31, 37, 121, 147n4
Twitter, 25, 103, 143
Universal intelligence, 34–36
Unsupervised learning, 81
Variation, 58
Veterans, 82
Video Game Description Language (VGDL), 109, 134, 136
Video games. See also Games
with actual artificial intelligence, 48–51
as environment for testing algorithms, 66–70
as environments for testing neural networks, 66–70
first-person shooter, 41–45
general artificial intelligence for playing, 133–136, 135
general content in, 106–111, 108, 110
human versus computer ability with, 30
information provided by player to, 75–76
in-game variables, 87–88
nonplayer characters (NPCs) in, 41–48
open world, 48–49
personalized content in, 102–106, 103, 105
role-playing, 85, 88, 96–97, 99, 116–117, 119
types of players of, 78–84
why the future is not here yet with artificial intelligence in, 51–55
Visual processing, 19
Wichmann, Glenn, 96–97
World of Warcraft, 88, 89
Yannakakis, Georgios, 80, 102, 112, 141
Yavalath, 107–108
Zimmerman, Eric, 142