scholarly journals Use of Artificial Intelligence and Machine Learning in Games

Author(s):  
Nachiket Jadhav ◽  
Aniket Matodkar ◽  
Anish Mandhare ◽  
Sujata Bhairnallykar

With modern video games surpassing every set of expectations in terms of graphics, game play, mechanics and hardware support, Artificial Intelligence in video games has also come a long way, from when it was first implemented in 1951. Although every set of games has an AI unique to itself, many of the algorithms are now developed such that they can be implemented in various games without any major changes in coding. But this could lead to the players exploiting AI in a single game to break the other games as well. Though this could be easily fixed by changing some minor fragments of algorithms, it would very well be an efficient way of developing complex AI for many games at once. This paper focuses on providing a cost-efficient way to implement AI algorithms that would benefit most of the upcoming and future games that will depend on AI to make themselves more dynamic to the players. This is done by taking the examples of various AI algorithms implemented in games like Pacman, Dota2, Tom Clancy's- The Division and many more.

Author(s):  
Luis Alberto Casillas Santillan ◽  
Johor Ismael Jara Gonzalez

This article describes how current video games offer an extreme use of media fusion. Such construction implies a novel form of complexity regarding game control and active response from game to player. All of these elements produce deeper immersion effect in players. In order to perform a detailed supervision over this kind of game, additional controls should be included in game. Some of these controls are the moving and decision schemes. Authors believe that players move around virtual scenarios following some sort of pattern. Every player would have a specific pattern, according to his/her experience and capability to manage the gamepad layout. Current proposal consists in a 3D geometrical model surrounding player's avatar. Data unwittingly provided by the player, have elements to discover and, eventually, learn some gamers' patterns. The availability of these patterns would allow an improved game response and even the possibility of machine learning, as well as other artificial intelligence strategies. Every 3D game may include the model proposed in this paper, due to its noninvasive operation.


Author(s):  
Thiyagarajan P.

Digitalization is the buzz word today by which every walk of our life has been computerized, and it has made our life more sophisticated. On one side, we are enjoying the privilege of digitalization. On the other side, security of our information in the internet is the most concerning element. A variety of security mechanisms, namely cryptography, algorithms which provide access to protected information, and authentication including biometric and steganography, provide security to our information in the Internet. In spite of the above mechanisms, recently artificial intelligence (AI) also contributes towards strengthening information security by providing machine learning and deep learning-based security mechanisms. The artificial intelligence (AI) contribution to cyber security is important as it serves as a provoked reaction and a response to hackers' malicious actions. The purpose of this chapter is to survey recent papers which are contributing to information security by using machine learning and deep learning techniques.


2022 ◽  
pp. 35-58
Author(s):  
Ozge Doguc

Many software automation techniques have been developed in the last decade to cut down cost, improve customer satisfaction, and reduce errors. Robotic process automation (RPA) has become increasingly popular recently. RPA offers software robots (bots) that can mimic human behavior. Attended robots work in tandem with humans and can operate while the human agent is active on the computer. On the other hand, unattended robots operate behind locked screens and are designed to execute automations that don't require any human intervention. RPA robots are equipped with artificial intelligence engines such as computer vision and machine learning, and both robot types can learn automations by recording human actions.


2018 ◽  
Vol 7 (2.8) ◽  
pp. 453
Author(s):  
Rajjeshwar Ganguly ◽  
Dubba Rithvik Reddy ◽  
Revathi Venkataraman ◽  
Sharanya S

Artificial Intelligence (AI) is applied in almost every field existing in today's world and video games prove to be an excellent ground due to its responsive and intelligent behaviour. The games can be put to use model human- level AI, machine learning and scripting behaviour. This work deals with AI used in games to create more complicated and human like behaviour in the non player characters. Unlike most commercial games, games involving AI don’t use the AI in the background rather it is used in the foreground to enhance player experience. An analysis of use of the AI in a number of existing games is made to identify patterns for AI in games which include decision trees, scripted behaviour and learning agents.


2018 ◽  
Author(s):  
Rema Padman ◽  
Yi-Chin Kato-Lin ◽  
Bhargav SriPrakash ◽  
Sross Gupta ◽  
Palak Narang ◽  
...  

BACKGROUND There is a rising epidemic of pediatric obesity in the United States and worldwide. While many factors contribute to pediatric overweight and obesity, dietary decisions are a leading cause. Children spend many hours a day playing video games, mostly on mobile devices. Hence, personalized gamification and learnification on mobile devices have great potential to influence children’s dietary-lifestyle behaviors during the habit formation stage of early childhood. In fact, video games on mobile devices have become a platform through which children learn in a fun and enjoyable way. While there is some early evidence of the positive impact of neuropsychology-based, cartoon-styled, immersive video games on healthy eating behaviors in children, the mechanisms underlying these improved outcomes are yet to be understood. OBJECTIVE To design appropriate interventions in the game environment for children’s behavior formation and change, we need to learn more about the underlying patterns of player behaviors evidenced during gameplay through techniques of machine learning and stochastic optimization. Building on prior descriptive work, this study examines the impact of a diet and lifestyle focused mobile game on children’s game play patterns and associate these patterns with their actual food choices using machine learning and statistical models. METHODS Our dataset was generated from an IRB-approved, informed consent–based randomized controlled trial (RCT) with pre- and post-treatment measurements of almost 100 school children using fooya!, a novel mobile gaming, iOS/Android based App that is being developed as a low-risk and non-invasive “digital vaccine” for lifestyle diseases, for 2 exposures of 20 minutes each. Based on artificial intelligence, neuropsychology and cognitive behavior therapy, fooya! has been shown to deliver positive outcomes with respect to food choices, self-reported dietary choices, and healthy eating intentions. We first model the process of game playing at any level across all students as a discrete, time-homogeneous, first-order Markov chain with multiple states, each representing a status of the game. Process mining identifies distinct patterns in the game sequences and statistical models establish the relationship between game patterns combined with demographic and behavioral data with actual food choices at the end of the game. RESULTS We find strong evidence of the positive effect of the mobile game on actual food choices, just after 40 minutes of intervention exposure (T: 2.46; C: 1.10; P<.001). Analysis of children’s play patterns shows significant variations in game play mechanics among players. Regression analyses further reveal that more engaged, dynamic, and strategic game play patterns are associated with better actual food choices. CONCLUSIONS This study adds to the growing body of evidence that learning about healthy eating in a fun and exciting way via mobile games, acting as Digital Vaccines, can positively impact children’s actual food choices. While promising, additional RCTs in varied settings and deeper analysis of the resulting data are needed to confirm Digital Vaccines’ potential to reduce the long-term risk of nutrition related non-communicable diseases such as diabetes and cardiovascular disease, as well as health risks from the double burden of overweight vs malnutrition and under-nutrition by educating children regarding healthy lifestyle choices using mobile games.


2019 ◽  
Vol 9 (3) ◽  
pp. 11
Author(s):  
Zdenko Kodelja

The question of whether machine learning is real learning is ambiguous, because the term “real learning” can be understood in two different ways. Firstly, it can be understood as learning that actually exists and is, as such, opposed to something that only appears to be learning, or is misleadingly called learning despite being something else, something that is different from learning. Secondly, it can be understood as the highest form of human learning, which presupposes that an agent understands what is learned and acquires new knowledge as a justified true belief. As a result, there are also two opposite answers to the question of whether machine learning is real learning. Some experts in the field of machine learning, which is a subset of artificial intelligence, claim that machine learning is in fact learning and not something else, while some others – including philosophers – reject the claim that machine learning is real learning. For them, real learning means the highest form of human learning. The main purpose of this paper is to present and discuss, very briefly and in a simplifying manner, certain interpretations of human and machine learning, on the one hand, and the problem of real learning, on the other, in order to make it clearer that the answer to the question of whether machine learning is real learning depends on the definition of learning.


Author(s):  
N Rohan Sai ◽  
◽  
T Sudarshan Rao ◽  
G. L. Aruna Kumari ◽  
◽  
...  

One of the essential factors contributing to a plant's growth is identifying and preventing diseases in the early stages. Healthy plants are essential for a rich production. Recent advances in Deep learning - a subset of Artificial Intelligence and Machine Learning are playing a pivotal role in solving image classification problems and can be applied to the agricultural sector for crop surveillance and early anomaly identification. For this research, we used an open-source dataset of leaf images divided into three classes, two of which are the most common disease types found on many crops; the graphical characterizations for the three classes are images of leaves with Powdery Residue, images of leaves with Rusty Spots, and images of Healthy leaves. The primary objective of this research is to present a pre-trained ImageNet network architecture that is well suited for dealing with plant-based data, even when sample sizes collected are limited. We used different convolutional neural network-based architectures such as InceptionV3, MobileNetV2, Xception, VGG16, and VGG19 to classify plant leaf images with visually different representations of each disease. Xception, MobileNetV2, and DenseNet had a considerable advantage over all the performance metrics recorded among the other networks trained.


2019 ◽  
Vol 8 (4) ◽  
pp. 4459-4463

These days Chat has become the new way of conversation and changed the way of life and the view that the world used to see before and due to Industrial revolution 4.0 , the gradual increase in machine learning and artificial intelligence fields has gone to higher and many companies are reaching customers to get their products with more ease . This is where chatbots are used. It all started with one question! can machines think? The concept of chatbots came into existence to check whether the machines could fool users and make them think that they are actually talking to humans and not robots. On the Other hand, with the Successes Rate of Chat bots, Different companies Started using machines for having conversations with their customers about everything which made their work simpler and reduced the need of man power. There are many different types of building a chatbot but this paper will mainly concentrate on building a Chatbot using TensorFlow API in python


Author(s):  
Chitra A. Dhawale ◽  
Kritika Dhawale ◽  
Rajesh Dubey

Artificial intelligence (AI) is going through its golden era. Most AI applications are indeed using machine learning, and it currently represents the most promising path to strong AI. On the other hand, deep learning, which is itself a kind of machine learning, is becoming more and more popular and successful at different use cases and is at the peak of developments by enabling more accurate forecasting and better planning for civil society, policymakers, and businesses. As a result, deep learning is becoming a leader in this domain. This chapter presents a brief review of ground-breaking advances in deep learning applications.


Author(s):  
Ozge Doguc

Many software automation techniques have been developed in the last decade to cut down cost, improve customer satisfaction, and reduce errors. Robotic process automation (RPA) has become increasingly popular recently. RPA offers software robots (bots) that can mimic human behavior. Attended robots work in tandem with humans and can operate while the human agent is active on the computer. On the other hand, unattended robots operate behind locked screens and are designed to execute automations that don't require any human intervention. RPA robots are equipped with artificial intelligence engines such as computer vision and machine learning, and both robot types can learn automations by recording human actions.


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