Artificial Intelligence and Computer Games
Papers from the AAAI Spring Symposium
Daniel "Wolff" Dobson and Ken Forbus, Cochairs
Technical Report SS-99-02
85 pp., $30.00
ISBN 978-1-57735-074-3
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The gaming industry has always been, and continues to be, an early adopter of AI techniques. The explosion of power in home computers has dramatically increased the potential for the use of AI techniques in computer games. Thus it would be useful for the gaming industry to be more directly tapped into the AI research community. Conversely, as an application area, entertainment provides new challenges for the AI research community. Increased communication could therefore benefit both communities.
This Spring Symposium is intended to bring together AI researchers and professionals from the entertainment software industry. It will provide a forum to explore mutual interests, including (but not limited to) new AI techniques for entertainment software, research avenues that might benefit the entertainment industry, and ways to more easily transfer technology. Activities will include presentations on products and research as well as moderated discussions.
We will see a variety of game-related AI topics addressed, including:
The role of AI in computer games: How is AI used in current computer games? What are the parameters of the problems that need to be solved? What will be the next AI-intensive area of gaming?
AI experiences: In solving AI problems in your research or commercial product, what were your experiences with this research or product? How did it succeed and what were the pitfalls along the way?
Building long-term plans for technology transfer: How can we integrate research projects into current and future computer games? What are some examples of transferable technology? What kinds of communication networks or publications can contribute to this? What kinds of common tools would allow these two groups to share both code and ideas?