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This paper presents the framework, rules, games, controllers, and results of the first General Video Game Playing Competition, held at the IEEE Conference on Computational Intelligence and Games in 2014. The competition proposes the challenge of creating controllers for general video game play, where a single agent must be able to play many different games,(More)
One of the grand challenges of AI is to create general intelligence: an agent that can excel at many tasks, not just one. In the area of games, this has given rise to the challenge of General Game Playing (GGP). In GGP, the game (typically a turn-taking board game) is defined declaratively in terms of the logic of the game (what happens when a move is made,(More)
As participants in this Dagstuhl session address the challenge of General Video Game Playing (GVGP), we have recognised the need to create a Video Game Description Language (VGDL). Unlike General Game Playing, we have envisioned GVGP will not require a prescribed language to facilitate understanding of the logic of the game: requiring the computational(More)
This paper proposes a model for designing games around Artificial Intelligence (AI). AI-based games put AI in the foreground of the player experience rather than in a supporting role as is often the case in many commercial games. We analyze the use of AI in a number of existing games and identify design patterns for AI in games. We propose a generative(More)
Seizures recorded during long-term monitoring with implanted intracranial electrodes are typically interpreted by visual inspection alone by using digital display systems. When high-frequency activity is digitized and displayed on a typical monitor, it is altered in ways that are not always appreciated and that may have an impact on the intracranial EEG(More)
In this paper we further explore the potential of a decentralised controller architecture that places multi-layer perceptrons within a subsumption hierarchy. Previous research exploring this approach proved successful in generating agents that could solve problems while coping with new reactive stimuli. However there were many unresolved questions that we(More)
This paper describes the Spelunkbots API, a proposed benchmark for computational and articial intelligence algorithms. The benchmark, developed by the authors, is an API designed to allow for AI controllers to be written for the game Spelunky: a challenging 2D platforming game that requires players to commit quick reactive behaviours as well as long-term(More)
In this extended abstract we highlight ongoing work in developing procedural generation for the purposes of games. This research focusses on our recent development of a procedural generation framework developed in the EvoTanks domain, a re-imagining of the Atari 2600 title Combat. In addition, we highlight current work that utilises evolutionary algorithms(More)
This short paper highlights an investigation into the application of A* search to facilitate forms of input for games on touchscreen mobile devices. We focus this work specifically on navigation games such as Ms Pac-Man. This project proposes two alternative methods for touch-control that utilise A* pathfinding for navigation purposes - a touch to(More)