Abstract
Game playing is one of the oldest areas of investigation in artificial intelligence (AI) and has been at the forefront of AI research ever since the birth of the first computers, over half a century ago. The research focus was initially on developing general approaches for game playing, but gradually shifted towards building high-performance game-playing systems capable of matching wits with the strongest humans in the world in individual games. To renew interest in more general approaches to computer game playing, the AI community established the International General Game Playing Competition (IGGPC) in 2005, which has run annually ever since. General game playing (GGP) has in the decade since established itself as a fascinating research area, posing numerous interesting research challenges to a wide range of artificial intelligence subdisciplines. In here, we review the progress made in the field so far and highlight mainstay techniques used in contemporary state-of-the-art GGP agents.
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Björnsson, Y., Schiffel, S. (2015). General Game Playing. In: Nakatsu, R., Rauterberg, M., Ciancarini, P. (eds) Handbook of Digital Games and Entertainment Technologies. Springer, Singapore. https://doi.org/10.1007/978-981-4560-52-8_34-1
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DOI: https://doi.org/10.1007/978-981-4560-52-8_34-1
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