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12.9 3/4 Entertainment and Computer Games

Today, a major usage of computers is interactive games (Priesterjahn, Kramer, Weimer, and Goebels2006). There has been some work on incorporating artificial intelligence into mainstream commercial games. The software owners are not keen on explaining exactly how much AI they use or giving away sensitive information on how they use AI. Work on GP and games includes (Azaria and Sipper2005aLangdon and Poli2005?) as well as the human-competitive game players mentioned in Section  12.3 , page  260 . Funes reports experiments which attracted thousands of people via the Internet who were entertained by evolved Tron players (Funes, Sklar, Juille, and Pollack1998b).

Since 2004, the annual IEEE CEC conference has included sessions on evolutionary computation in games. After chairing the IEEE Symposium on Computational Intelligence and Games 2005, at Essex University, Simon Lucas founded the IEEE Computational Intelligence Society's Technical Committee on Games. GP features heavily in the Games TC's activities having being applied to Othello, poker, backgammon, draughts, chess, Ms Pac-Man, robotic football and radio controlled model car racing.


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