17018918
submission
bgweber writes:
The StarCraft AI Competition [http://games.slashdot.org/story/09/11/12/1729217/StarCraft-AI-Competition-Announced] announced last year has come to a conclusion [http://eis-blog.ucsc.edu/2010/10/starcraft-ai-competition-results]. The competition received 28 bot submissions from universities and teams all over the world. The winner of the competition was UC Berkeley's submission, which executed a novel mutalisk micromanagement strategy. During the conference, a man versus machine exhibition match was held between the top ranking bot and a former World Cyber Games competitor. While the expert player was capable of defeating the best bot, less experienced players were not as successful. Complete results, bot releases, and replays are available at the competition website [http://eis.ucsc.edu/StarCraftAICompetition].
15904716
submission
bgweber writes:
There's been a lot of discussion about whether games should adapt to the skills of players [http://games.slashdot.org/story/09/10/13/078247/Should-Computer-Games-Adapt-To-the-Way-You-Play]. However, most current techniques limit adaptation to parameter adjustment. But if the parameter adaptation is applied to procedural content generation [http://games.slashdot.org/story/10/04/24/2327249/IEEE-Introduces-Mario-Level-Generation-Competition], then new levels can be generated on-line in response to a player's skill. In this adaptation of Infinite Mario (with source [http://users.soe.ucsc.edu/~bweber/mario/AdaptiveMario.jar]), new levels are generated based on the performance of the player [http://users.soe.ucsc.edu/~bweber/dokuwiki/doku.php?id=infinite_adaptive_mario]. What other gameplay mechanics are open for adaptation when games adapt to the skills of specific players?
11767142
submission
bgweber writes:
Last year, the IEEE conference on Computational Intelligence and Games hosted a competition to determine who could write the best AI for playing Mario levels (http://games.slashdot.org/story/09/08/05/0438241/Mario-AI-Competition, http://www.youtube.com/watch?v=DlkMs4ZHHr8). This year, the conference has expanded the competition to include a track on level generation as well, where the goal is to procedurally generate new levels online (http://www.marioai.org). Submitting an entry is as easy as implementing a Java interface that performs procedural content generation. The implications of this competition are techniques for greatly increasing the replayability of games, since each gameplay session could present new levels to the player (http://eis-blog.ucsc.edu/2010/04/infinite-fun-mario/).
6959386
submission
bgweber writes:
The 2010 conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010) will be hosting a StarCraft AI competition as part of the conference program. This competition enables academic researchers to evaluate their AI systems in a robust, commercial RTS environment. The competition will be held in the weeks leading up to the conference. The final matches will be held live at the conference with commentary. Exhibition matches will also be held between skilled human players and the top performing bots.
Competition details are available at: http://users.soe.ucsc.edu/~bweber/starcraft.html