How to make AI capable of general intelligence, and what such technology would mean for society. Artificial intelligence surrounds us. More and more of the systems and services you interact with every day are based on AI technology. Although some very recent AI systems are generalists to a degree, most AI is narrowly specific; that is, it can only do a single thing, in a single context. For example, your spellchecker can’t do mathematics, and the world's best chess-playing program can’t play Tetris. Human intelligence is different. We can solve a variety of tasks, including those we have not seen before. In Artificial General Intelligence, Julian Togelius explores technical approaches to developing more general artificial intelligence and asks what general AI would mean for human civilization. Togelius starts by giving examples of narrow AI that have superhuman performance in some way. Interestingly, there have been AI systems that are superhuman in some sense for more than half a century. He then discusses what it would mean to have general intelligence, by looking at definitions from psychology, ethology, and computer science. Next, he explores the two main families of technical approaches to developing more general artificial intelligence: foundation models through self-supervised learning, and open-ended learning in virtual environments. The final chapters of the book investigate potential artificial general intelligence beyond the strictly technical aspects. The questions discussed here investigate whether such general AI would be conscious, whether it would pose a risk to humanity, and how it might alter society.
A new vision of the future of games and game design, enabled by AI. Can games measure intelligence? How will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM's Deep Blue and DeepMind's AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Research on general video game playing aims at designing agents or content generators that can perform well in multiple video games, possibly without knowing the game in advance and with little to no specific domain knowledge. The general video game AI framework and competition propose a challenge in which researchers can test their favorite AI methods with a potentially infinite number of games created using the Video Game Description Language. The open-source framework has been used since 2014 for running a challenge. Competitors around the globe submit their best approaches that aim to generalize well across games. Additionally, the framework has been used in AI modules by many higher-education institutions as assignments, or as proposed projects for final year (undergraduate and Master's) students and Ph.D. candidates. The present book, written by the developers and organizers of the framework, presents the most interesting highlights of the research performed by the authors during these years in this domain. It showcases work on methods to play the games, generators of content, and video game optimization. It also outlines potential further work in an area that offers multiple research directions for the future.
How to make AI capable of general intelligence, and what such technology would mean for society. Artificial intelligence surrounds us. More and more of the systems and services you interact with every day are based on AI technology. Although some very recent AI systems are generalists to a degree, most AI is narrowly specific; that is, it can only do a single thing, in a single context. For example, your spellchecker can’t do mathematics, and the world's best chess-playing program can’t play Tetris. Human intelligence is different. We can solve a variety of tasks, including those we have not seen before. In Artificial General Intelligence, Julian Togelius explores technical approaches to developing more general artificial intelligence and asks what general AI would mean for human civilization. Togelius starts by giving examples of narrow AI that have superhuman performance in some way. Interestingly, there have been AI systems that are superhuman in some sense for more than half a century. He then discusses what it would mean to have general intelligence, by looking at definitions from psychology, ethology, and computer science. Next, he explores the two main families of technical approaches to developing more general artificial intelligence: foundation models through self-supervised learning, and open-ended learning in virtual environments. The final chapters of the book investigate potential artificial general intelligence beyond the strictly technical aspects. The questions discussed here investigate whether such general AI would be conscious, whether it would pose a risk to humanity, and how it might alter society.
A new vision of the future of games and game design, enabled by AI. Can games measure intelligence? How will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM's Deep Blue and DeepMind's AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.
This will help us customize your experience to showcase the most relevant content to your age group
Please select from below
Login
Not registered?
Sign up
Already registered?
Success – Your message will goes here
We'd love to hear from you!
Thank you for visiting our website. Would you like to provide feedback on how we could improve your experience?
This site does not use any third party cookies with one exception — it uses cookies from Google to deliver its services and to analyze traffic.Learn More.