Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3297662.3365811acmotherconferencesArticle/Chapter ViewAbstractPublication PagesmedesConference Proceedingsconference-collections
research-article

Gaming Ecosystems for Education and Research: Where Artificial Intelligence meets with Software Engineering, at scale

Published: 10 January 2020 Publication History

Abstract

We present aspects of ecosystem engineering for a strategy board game. Human and machine players of the ecosystem can pick opponents or form teams and play against other teams or players. We present the key features of the ecosystem, the highlights of the development process and we propose concrete potential uses of the ecosystem in research and education.

References

[1]
J. Westra, H. van Hasselt, F. Dignum, V. Dignum (2009). Adaptive Serious Games Using Agent Organizations. In: Dignum F., Bradshaw J., Silverman B., van Doesburg W. (eds) Agents for Games and Simulations. AGS 2009. Lecture Notes in Computer Science, vol 5920. Springer, Berlin, Heidelberg.
[2]
W. L. Johnson, H. H. Vilhjálmsson, & S. Marsella, (2005, May). Serious games for language learning: How much game, how much AI? In AIED (Vol. 125, pp. 306--313).
[3]
J. Von Neumann (1928). "Zur Theorie der Gesellschaftsspiele".
[4]
Jonathan Schaeffer (1997). One Jump Ahead: Challenging Human Supremacy in Checkers. Springer.
[5]
Deep Blue (chess computer https://en.wikipedia.org/wiki/Deep_Blue_(chess_computer).
[6]
Gerald Tesauro (March 1995). "Temporal Difference Learning and TD-Gammon".
[7]
AlphaGo | DeepMind, https://deepmind.com/research/alphago/
[8]
AlphaZero: Shedding new light on the grand games of chess, shogi and Go | DeepMind https://deepmind.com/blog/alphazero-shedding-new-light-grand-games-chess-shogi-and-go/
[9]
Internet chess server. (2017, November 15). In Wikipedia, The Free Encyclopedia. Retrieved 10:13, December 21, 2017, from https://en.wikipedia.org/wiki/Internet_chess_server
[10]
First Internet Backgammon Server. (2017, August 24). In Wikipedia, The Free Encyclopedia. Retrieved 10:15, December 21, 2017, from https://en.wikipedia.org/wiki/First_Internet_Backgammon_Server.
[11]
Internet Go server. (2017, December 20). In Wikipedia, The Free Encyclopedia. Retrieved 10:22, December 21, 2017, from https://en.wikipedia.org/wiki/Internet_Go_server.
[12]
J. Baxter, A. Tridgell, and L. Weaver (1999). KnightCap: A chess program that learns by combining TD(lambda) with game-tree search. arXiv preprint cs/9901002.
[13]
N. N. Schraudolph, P. Dayan and T. J. Sejnowski (1994). Temporal difference learning of position evaluation in the game of Go. In Advances in Neural Information Processing Systems pp. 817--824.
[14]
D. Kalles, P. Kanellopoulos (2001). On Verifying Game Design and Playing Strategies using Reinforcement Learning. In ACM Symposium on Applied Computing, special track on Artificial Intelligence and Computation Logic, Las Vegas.
[15]
D. Kalles, E. Ntoutsi (2002). Interactive Verification of Game Design and Playing Strategies. In IEEE International Conference on Tools with Artificial Intelligence, Washington D.C.
[16]
D. Kalles (2016). Artificial Intelligence meets Software Engineering in Computing Education. In Hellenic Conference on Artificial Intelligence, Thessaloniki, Greece.
[17]
D. Kalles (2008). D. Player co-modelling in a strategy board game: discovering how to play fast. Cybernetics and Systems 39(1), 1--17.
[18]
D. Kalles, P. Kanellopoulos (2008). A Minimax Tutor for Learning to Play a Board Game. In 18th European Conference on Artificial Intelligence, workshop on Artificial Intelligence in Games, Patras, Greece.
[19]
G. Dimas (2011). Game web server development and operation. Msc Dissertation, Hellenic Open University.
[20]
A. Vlassi (2008). Systems for Strategy games. Msc Dissertation, Hellenic Open University.
[21]
N. Dikaros, D. Kalles (2014). Developing a Game Server for Humans and Bots. In Hellenic Conference on Artificial Intelligence, Ioannina, Greece.
[22]
K. Giagtzoglou (2017). Strategy game application: Eco systems development.
[23]
E. Doutsi (2001). Modelling and improvising human skills on strategy games.
[24]
A. Vlasi (2008). Strategy games systems.
[25]
C. Papageorgiou (2008). Strategy games systems: Educational material development.
[26]
H. Fikouras (2009). Strategy games systems: Development and operation of network gaming service.
[27]
G. Ntokos (2010). Strategy games systems: Development of recorded games playback and compering environment.
[28]
I. Dimas (2011). Development and operation of network gaming server.
[29]
V. Tatsis (2011). Strategy games systems: Scientific workflows.
[30]
N. Gavalas (2012). Strategy games systems: Redesign the architecture to separate the learning mechanism from the movement mechanism.
[31]
A. Georgas (2012). Strategy games systems: Network applications on grid computing.
[32]
S. Nikolaidis (2014). Artificial intelligence and reinforcement learning: Strategy game development as multi-device application.
[33]
Z. Augerinos (2014). Cell phone competitive games application -- iOS platform.
[34]
N. Dikaros (2014). Development of strategy games network server using modern technologies.
[35]
E. Stamatis (2014). Game implementation using mobile platform development tools with the inclusion of artificial intelligence mechanisms.
[36]
P. Sarantinos (2015). Reinforcement learning in strategy games using graph maps.
[37]
K. Galazios (2016). Strategy games using maps navigation.
[38]
A. Nikolakakis (2016). Reinforcement learning in strategy games: Chess variant game development.
[39]
V. Makris (2016). Game development using artificial intelligence on mobile platform development tools.
[40]
D. Turi, P. Missier, C. Goble, D. De Roure kai T. Oinn (2007). Taverna workflows: Syntax and semantics. selĐdec 441--448.
[41]
Apache taverna, https://taverna.incubator.apache.org/
[42]
B. LudGscher, I. Altintas, C. Berkley, D. Higgins, E. Jaeger, M. Jones, E.A. Lee, J.Tao kai Y. Zhao (2006). Scientific workflow management and the kepler system. Concurrency and Computation: Practice and Experience, 18(10):1039--1065.
[43]
The Kepler Project, https://kepler-project.org/
[44]
General Game Playing, http://ggp.stanford.edu/
[45]
The GVG-AI Competition, http://www.gvgai.net/
[46]
K. Mitropoulos (2018). Strategy Games Systems Development Management, Dissertation, Hellenic Open University.

Cited By

View all
  • (2022)An experimental comparison of single-agent and multi-agent learning-and-playing algorithms in a gaming ecosystemIntelligent Decision Technologies10.3233/IDT-21021216:2(431-439)Online publication date: 1-Jan-2022

Index Terms

  1. Gaming Ecosystems for Education and Research: Where Artificial Intelligence meets with Software Engineering, at scale

          Recommendations

          Comments

          Information & Contributors

          Information

          Published In

          cover image ACM Other conferences
          MEDES '19: Proceedings of the 11th International Conference on Management of Digital EcoSystems
          November 2019
          350 pages
          ISBN:9781450362382
          DOI:10.1145/3297662
          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

          In-Cooperation

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          Published: 10 January 2020

          Permissions

          Request permissions for this article.

          Check for updates

          Author Tags

          1. Artificial Intelligence
          2. Machine Learning
          3. Machine Learning Competitions
          4. Reinforcement Learning
          5. Software Engineering

          Qualifiers

          • Research-article
          • Research
          • Refereed limited

          Funding Sources

          • Regional Operational Program of Western Greece 2014-2020 and European Regional Development Fund (ERDF)

          Conference

          MEDES '19

          Acceptance Rates

          MEDES '19 Paper Acceptance Rate 41 of 102 submissions, 40%;
          Overall Acceptance Rate 267 of 682 submissions, 39%

          Contributors

          Other Metrics

          Bibliometrics & Citations

          Bibliometrics

          Article Metrics

          • Downloads (Last 12 months)12
          • Downloads (Last 6 weeks)1
          Reflects downloads up to 08 Feb 2025

          Other Metrics

          Citations

          Cited By

          View all
          • (2022)An experimental comparison of single-agent and multi-agent learning-and-playing algorithms in a gaming ecosystemIntelligent Decision Technologies10.3233/IDT-21021216:2(431-439)Online publication date: 1-Jan-2022

          View Options

          Login options

          View options

          PDF

          View or Download as a PDF file.

          PDF

          eReader

          View online with eReader.

          eReader

          Figures

          Tables

          Media

          Share

          Share

          Share this Publication link

          Share on social media