Better playing through algorithms
Sunday, July 23, 2017
Some advice for journalists writing about artificial intelligence
Dear Journalists, I'd like to offer some advice on how to write better and more truthfully when you write articles about artificial in...
Friday, November 04, 2016
How Darwin plays StarCraft
StarCraft is perhaps the single hardest game for computers to play well. At least if you only count games that people care about; you could...
Tuesday, November 01, 2016
Overcoming the limits of pre-AI designs
In a VentureBeat article I argue that most fundamental game designs were made at a point in time were many AI algorithms were not invented,...
Thursday, September 29, 2016
How to organize CIG
When you run an annual conference series, it is important to maintain continuity and make sure that best practices live on from year to year...
Tuesday, August 09, 2016
Algorithms that select which algorithm should play which game
This was meant to be a short post announcing some new papers of ours, but it grew. So what you get is a post announcing some new papers, wit...
Sunday, July 17, 2016
Which games are useful for testing artificial general intelligence?
It is very hard to make progress on artificial intelligence without having a good AI problem to work on. And it is impossible to verify that...
Tuesday, July 05, 2016
Your blog post is on another website
You can find my most recent blog post, " Is actual artificial intelligence the next frontier for AI in games? " on the Mobius AI w...
Thursday, June 16, 2016
On level generation in general, and a new competition
Procedural content generation has been a thing in games at least since Rogue and Elite in the early 80s. Plenty of games feature some kind o...
Monday, April 18, 2016
The differences between tinkering and research
Some of us have academic degrees and fancy university jobs, and publish peer-reviewed papers in prestigious journals. Let's call these p...
Friday, March 25, 2016
A way to deal with enormous branching factors
When you play Chess, there are on average something like 30 different moves you can make each turn. In other words, the branching factor is ...
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