Recent developments in AI and machine learning technologies have significantly expanded their application area in games [1,2]. From more traditional tasks like creating AI-powered opponents, research has progressed to topics like gamification [3,4], AI-assisted content generation [5], and the use of large language models [6,7].
The present Special Issue shows the broadness of the current agenda of game-related AI studies. Six papers, forming this issue, represent the following domains:
Machine learning in education and gamification. Sánchez-Ruiz et al. [Contributions1] examined possible use scenarios and impacts of the large language model ChatGPT in a context of a university-level mathematics course. Swacha and Gracel [Contributions2] performed a systematic review of the research works dedicated to machine learning and gamification, reflecting on the historical developments as well as the current state of the field.
AI-assisted animation and asset generation. Lungu-Stan and Mocanu [Contributions3] explored the capabilities and challenges of deep-learning-powered character animation and asset generation. The authors also proposed their own solutions which are able to address some of the identified challenges.
Applications and evaluation of reinforcement learning technologies. Yu et al. [Contributions4] examined the use of reinforcement learning in wargames, with possible applications to real-life warfare scenarios. Guo et al. [Contributions5] extended the give-or-take social dilemma model to Markov games and designed a reinforcement-learning-based Admission algorithm which is able to learn the concepts of cooperation and equality. Mahajan et al. [Contributions6] evaluated the performance of various reinforcement learning-based methods in a Super Mario Bros.-like GAN-generated environment.
The diversity of topics and approaches pursued by these authors point towards the underexplored areas of machine learning in games and suggest some potential directions for further research efforts. We wish to thank all of the authors of the present Special Issue and encourage new contributions to gaming and AI technologies.
The authors declare no conflicts of interest.
-
Sánchez-Ruiz, L.M.; Moll-López, S.; Nuñez-Pérez, A.; Moraño-Fernández, J.A.; Vega-Fleitas, E. ChatGPT Challenges Blended Learning Methodologies in Engineering Education: A Case Study in Mathematics. Appl. Sci. 2023, 13, 6039.
https://doi.org/10.3390/app13106039 . -
Swacha, J.; Gracel, M. Machine Learning in Gamification and Gamification in Machine Learning: A Systematic Literature Mapping. Appl. Sci. 2023, 13, 11427.
https://doi.org/10.3390/app132011427 . -
VLungu-Stan, C.; Mocanu, I.G. 3D Character Animation and Asset Generation Using Deep Learning. Appl. Sci. 2024, 14, 7234,
https://doi.org/10.3390/app14167234 . -
Yu, S.; Zhu, W.; Wang, Y. Research on Wargame Decision-Making Method Based on Multi-Agent Deep Deterministic Policy Gradient. Appl. Sci. 2023, 13, 4569.
https://doi.org/10.3390/app13074569 . -
Guo, T.; Yuan, Y.; Zhao, P. Admission-Based Reinforcement-Learning Algorithm in Sequential Social Dilemmas. Appl. Sci. 2023, 13, 1807.
https://doi.org/10.3390/app13031807 . -
Mahajan, S.; Patil, S.; Bhavnagri, M.; Singh, R.; Kalra, K.; Saini, B.; Kotecha, K.; Saini, J. Performance Analysis of Reinforcement Learning Techniques for Augmented Experience Training Using Generative Adversarial Networks. Appl. Sci. 2022, 12, 12923.
https://doi.org/10.3390/app122412923 .
Footnotes
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content.
References
1. Yannakakis, G.N. Game AI revisited. Proceedings of the 9th conference on Computing Frontiers, in CF ’12: Association for Computing Machinery; New York, NY, USA, 15–17 May 2012; pp. 285-292. [DOI: https://dx.doi.org/10.1145/2212908.2212954]
2. Xia, B.; Ye, X.; Abuassba, A.O. Recent research on ai in games. Proceedings of the 16th International Wireless Communications and Mobile Computing Conference, IWCMC 2020; Limassol, Cyprus, 15–19 June 2020; pp. 505-510.
3. Bennani, S.; Maalel, A.; Ghezala, H.B. Adaptive gamification in E-learning: A literature review and future challenges. Comput. Appl. Eng. Educ.; 2022; 30, pp. 628-642. [DOI: https://dx.doi.org/10.1002/cae.22477]
4. Bezzina, S.; Dingli, A. Rethinking Gamification Through Artificial Intelligence. Lecture Notes in Computer Science; Fang, X. Springer: Berlin/Heidelberg, Germany, 2023; Volume 14046, pp. 252-263. [DOI: https://dx.doi.org/10.1007/978-3-031-35930-9_17]
5. Khalifa, A.; Bontrager, P.; Earle, S.; Togelius, J. Pcgrl: Procedural content generation via reinforcement learning. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment; Virtual, 19–23 October 2020; pp. 95-101. Available online: https://ojs.aaai.org/index.php/AIIDE/article/view/7416 (accessed on 15 September 2024).
6. Gallotta, R.; Todd, G.; Zammit, M.; Earle, S.; Liapis, A.; Togelius, J.; Yannakakis, G.N. Large Language Models and Games: A Survey and Roadmap. arXiv; 2024; arXiv: 2402.18659[DOI: https://dx.doi.org/10.1109/TG.2024.3461510]
7. Sweetser, P. Large Language Models and Video Games: A Preliminary Scoping Review. Proceedings of the CUI ’24: Proceedings of the 6th ACM Conference on Conversational User Interfaces; Luxembourg, 8–10 July2024; pp. 1-8. [DOI: https://dx.doi.org/10.1145/3640794.3665582]
You have requested "on-the-fly" machine translation of selected content from our databases. This functionality is provided solely for your convenience and is in no way intended to replace human translation. Show full disclaimer
Neither ProQuest nor its licensors make any representations or warranties with respect to the translations. The translations are automatically generated "AS IS" and "AS AVAILABLE" and are not retained in our systems. PROQUEST AND ITS LICENSORS SPECIFICALLY DISCLAIM ANY AND ALL EXPRESS OR IMPLIED WARRANTIES, INCLUDING WITHOUT LIMITATION, ANY WARRANTIES FOR AVAILABILITY, ACCURACY, TIMELINESS, COMPLETENESS, NON-INFRINGMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. Your use of the translations is subject to all use restrictions contained in your Electronic Products License Agreement and by using the translation functionality you agree to forgo any and all claims against ProQuest or its licensors for your use of the translation functionality and any output derived there from. Hide full disclaimer
© 2024 by the author. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.