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togelius
searching PlanetScale…
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9 ms
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31.
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How Darwin plays StarCraft
(togelius.blogspot.com)
3 points
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togelius
10y ago
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0 comments
32.
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Time to rethink AI – or rather, time to rethink design
(venturebeat.com)
1 points
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togelius
10y ago
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0 comments
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When will AI beat humans in different games?
(businessinsider.com)
1 points
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togelius
10y ago
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1 comments
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Why games were designed to not need AI
(venturebeat.com)
1 points
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togelius
10y ago
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0 comments
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Has a Black Mirror episode predicted the future of video games?
(theguardian.com)
4 points
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togelius
10y ago
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2 comments
36.
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togelius
10y ago
And general video game playing :) https://en.wikipedia.org/wiki/General_video_game_playing
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togelius
10y ago
Meta-heuristics as conceptualized by many (most?) does not include selection among algorithms. Hyper-heuristics does. It's fine if some of the algorithms selected among are meta-heuristics. Yes, this is very confusing, and yes, better
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togelius
10y ago
Glad you liked it! We have done some work on trying to generate complete games - an overview of it can be found in this book chapter: http://pcgbook.com/wp-content/uploads/chapter06.pdf The most similar to what yo
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togelius
10y ago
Thanks! And wish I could do something about the blogspot UX.
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togelius
10y ago
Thanks, appreciated! The difference between meta-heuristics and hyper-heuristics is that the former is a much broader concept, including such things as genetic algorithms. Hyper-heuristics is specifically about selecting among heuristics, w
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togelius
10y ago
The source of data is a lot of simulations we ran ourselves. All of the games can be won or lost - there's also a score measure as well, but that was not used in producing that graphic.
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togelius
10y ago
Oops, thanks for spotting the broken paper link - fixed now!
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Algorithms that select which algorithm should play which game
(togelius.blogspot.com)
63 points
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togelius
10y ago
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22 comments
44.
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Algorithms that select which algorithm should play which game
(togelius.blogspot.com)
1 points
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togelius
10y ago
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0 comments
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Which games are useful for testing artificial general intelligence?
(togelius.blogspot.com)
1 points
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togelius
10y ago
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0 comments
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A comparison of game-based benchmarks for artificial intelligence
(togelius.blogspot.com)
1 points
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togelius
10y ago
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0 comments
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Which games are useful for testing artificial general intelligence?
(togelius.blogspot.com)
1 points
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togelius
10y ago
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0 comments
48.
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Is actual artificial intelligence the next frontier for AI in games?
(mobiusai.com)
1 points
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togelius
10y ago
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0 comments
49.
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Can you build a level generator not for just one game, but for any?
(togelius.blogspot.com)
2 points
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togelius
10y ago
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0 comments
50.
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Human intelligence is overrated (2012)
(togelius.blogspot.com)
59 points
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togelius
10y ago
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91 comments
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The differences between tinkering and research
(togelius.blogspot.com)
6 points
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togelius
10y ago
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0 comments
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Teaching computers to be more creative than humans
(engineering.nyu.edu)
6 points
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togelius
10y ago
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0 comments
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Why academics and game industry don't collaborate on AI in games
(togelius.blogspot.com)
3 points
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togelius
10y ago
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0 comments
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Creating Powerful AI for Arcade Games with Monte Carlo Tree Search
(togelius.blogspot.com)
5 points
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togelius
11y ago
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0 comments
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togelius
11y ago
Correct - we are not using MCTS and the approach has nothing to do with AlphaGo.
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togelius
11y ago
The fitness function is pretty simple, essentially a weighted piece counter. It's true that it does not look ahead and take future states into account so might fall into a trap, but empirically it's doing very well!
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Some rules for the modern scientist
(togelius.blogspot.com)
2 points
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togelius
11y ago
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0 comments
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How not to review a paper
(togelius.blogspot.com)
2 points
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togelius
11y ago
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0 comments
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This lecture explains how to use AI in games and games for AI
(vimeo.com)
2 points
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togelius
11y ago
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0 comments
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What if videogames had actual AI?
(togelius.blogspot.com)
3 points
by
togelius
11y ago
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0 comments
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