TY - JOUR
T1 - General game playing in AI research and education
AU - Thielscher, Michael
PY - 2011
Y1 - 2011
N2 - Introduced in 2005 as a new AI Challenge and Competition, general game playing has quickly evolved into an established research area. More recently it is also gaining popularity as a useful addition to AI curricula at universities around the world. The first part of this paper will survey the research landscape of general game playing, which covers a broad range of classic AI topics, including knowledge representation, search, planning and learning. The second part will argue that general game playing provides a unique approach to teaching a number of different topics such as problem solving by search, logic, logic programming and planning. The inherent competitive aspect also can be used as a great motivator for students to design and implement their own AI systems.
AB - Introduced in 2005 as a new AI Challenge and Competition, general game playing has quickly evolved into an established research area. More recently it is also gaining popularity as a useful addition to AI curricula at universities around the world. The first part of this paper will survey the research landscape of general game playing, which covers a broad range of classic AI topics, including knowledge representation, search, planning and learning. The second part will argue that general game playing provides a unique approach to teaching a number of different topics such as problem solving by search, logic, logic programming and planning. The inherent competitive aspect also can be used as a great motivator for students to design and implement their own AI systems.
UR - http://handle.uws.edu.au:8081/1959.7/550047
U2 - 10.1007/978-3-642-24455-1_3
DO - 10.1007/978-3-642-24455-1_3
M3 - Article
SN - 0302-9743
VL - 7006
SP - 26
EP - 37
JO - Lecture Notes in Computer Science
JF - Lecture Notes in Computer Science
ER -