A Gamut of Games
In 1950, Claude Shannon published his seminal work on how to program a computer to play chess. Since then, developing game-playing programs that can compete with (and even exceed) the abilities of the human world champions has been a long-sought-after goal of the AI research community. In Shannon's time, it would have seemed unlikely that only a scant 50 years would be needed to develop programs that play world-class backgammon, checkers, chess, Othello, and Scrabble. These remarkable achievements are the result of a better understanding of the problems being solved, major algorithmic insights, and tremendous advances in hardware technology. Computer games research is one of the important success stories of AI. This article reviews the past successes, current projects, and future research directions for AI using computer games as a research test bed.
Sep-15-2001
- Country:
- North America
- Canada (0.68)
- United States > California (0.46)
- North America
- Genre:
- Research Report (0.86)
- Industry:
- Leisure & Entertainment > Games
- Scrabble (1.00)
- Computer Games (1.00)
- Chess (1.00)
- Bridge (1.00)
- Backgammon (1.00)
- Leisure & Entertainment > Games
- Technology:
- Information Technology > Artificial Intelligence
- Representation & Reasoning > Search (1.00)
- Machine Learning (1.00)
- History (1.00)
- Cognitive Science > Problem Solving (1.00)
- Games
- Scrabble (1.00)
- Computer Games (1.00)
- Chess (1.00)
- Backgammon (0.88)
- Information Technology > Artificial Intelligence