Index

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