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In this unprecedented era of technology-driven transformation, it becomes more critical than ever that we aggressively invest in developing robust artificial intelligence (AI) for wargaming in support of decision-making. By advancing…
The game of Go has long served as a benchmark for artificial intelligence, demanding sophisticated strategic reasoning and long-term planning. Previous approaches such as AlphaGo and its successors, have predominantly relied on model-based…
We introduce OLIVAW, an AI Othello player adopting the design principles of the famous AlphaGo programs. The main motivation behind OLIVAW was to attain exceptional competence in a non-trivial board game at a tiny fraction of the cost of…
A generally intelligent agent must be able to teach itself how to solve problems in complex domains with minimal human supervision. Recently, deep reinforcement learning algorithms combined with self-play have achieved superhuman…
We develop a new model that can be applied to any perfect information two-player zero-sum game to target a high score, and thus a perfect play. We integrate this model into the Monte Carlo tree search-policy iteration learning pipeline…
In the article a turn-based game played on four computers connected via network is investigated. There are three computers with natural intelligence and one with artificial intelligence. Game table is seen by each player's own view point in…
Decades of research have been invested in making computer programs for playing games such as Chess and Go. This paper focuses on a new game, Tetris Link, a board game that is still lacking any scientific analysis. Tetris Link has a large…
Since the advent of computers, many tasks which required humans to spend a lot of time and energy have been trivialized by the computers' ability to perform repetitive tasks extremely quickly. Playing chess is one such task. It was one of…
We have developed a high-performance Chinese Chess AI that operates without reliance on search algorithms. This AI has demonstrated the capability to compete at a level commensurate with the top 0.1\% of human players. By eliminating the…
In recent years, machine learning approaches have made dramatic advances, reaching superhuman performance in Go, Atari, and poker variants. These games, and others before them, have served not only as a testbed but have also helped to push…
The utilization of artificial intelligence (AI) in card games has been a well-explored subject within AI research for an extensive period. Recent advancements have propelled AI programs to showcase expertise in intricate card games such as…
This paper presents a design of a non-player character (AI) for promoting balancedness in use of body segments when engaging in full-body motion gaming. In our experiment, we settle a battle between the proposed AI and a player by using…
It is non-trivial to design engaging and balanced sets of game rules. Modern chess has evolved over centuries, but without a similar recourse to history, the consequences of rule changes to game dynamics are difficult to predict. AlphaZero…
Few classical games have been regarded as such significant benchmarks of artificial intelligence as to have justified training costs in the millions of dollars. Among these, Stratego -- a board wargame exemplifying the challenge of…
As modern video games become increasingly complex, traditional manual testing methods are proving costly and inefficient, limiting the ability to ensure high-quality game experiences. While advancements in Artificial Intelligence (AI) offer…
Board games, with the exception of solo games, need at least one other player to play. Because of this, we created Artificial Intelligent (AI) agents to play against us when an opponent is missing. These AI agents are created in a number of…
Human beings are particularly good at reasoning and inference from just a few examples. When facing new tasks, humans will leverage knowledge and skills learned before, and quickly integrate them with the new task. In addition to learning…
To solve complex real-world problems with reinforcement learning, we cannot rely on manually specified reward functions. Instead, we can have humans communicate an objective to the agent directly. In this work, we combine two approaches to…
This paper demonstrates the use of genetic algorithms for evolving a grandmaster-level evaluation function for a chess program. This is achieved by combining supervised and unsupervised learning. In the supervised learning phase the…
Since the advent of AI, games have served as progress benchmarks. Meanwhile, imperfect-information variants of chess have existed for over a century, present extreme challenges, and have been the focus of decades of AI research. Beyond…