Team Sports for Game AI Benchmarking Revisited

Sport games are among the oldest and best established genres of computer games. Sport-inspired environments, such as RoboCup, have been used for AI benchmarking for years. We argue that, in spite of the rise of increasingly more sophisticated game genres, team sport games will remain an important te...

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Main Authors: Maxim Mozgovoy, Mike Preuss, Rafael Bidarra
Format: Article
Language:English
Published: Wiley 2021-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2021/5521877
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author Maxim Mozgovoy
Mike Preuss
Rafael Bidarra
author_facet Maxim Mozgovoy
Mike Preuss
Rafael Bidarra
author_sort Maxim Mozgovoy
collection DOAJ
description Sport games are among the oldest and best established genres of computer games. Sport-inspired environments, such as RoboCup, have been used for AI benchmarking for years. We argue that, in spite of the rise of increasingly more sophisticated game genres, team sport games will remain an important testbed for AI benchmarking due to two primary factors. First, there are several genre-specific challenges for AI systems that are neither present nor emphasized in other types of games, such as team AI and frequent replanning. Second, there are unmistakable nonskill-related goals of AI systems, contributing to player enjoyment, that are most easily observed and addressed within a context of a team sport, such as showing creative and emotional traits. We analyze these factors in detail and outline promising directions for future research for game AI benchmarking, within a team sport context.
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spelling doaj-art-8e6f4423a18943bba1944afbc4dd666f2025-02-03T06:06:27ZengWileyInternational Journal of Computer Games Technology1687-70471687-70552021-01-01202110.1155/2021/55218775521877Team Sports for Game AI Benchmarking RevisitedMaxim Mozgovoy0Mike Preuss1Rafael Bidarra2The University of Aizu, JapanLIACS, Universiteit Leiden, NetherlandsComputer Graphics and Visualization Group, Delft University of Technology, NetherlandsSport games are among the oldest and best established genres of computer games. Sport-inspired environments, such as RoboCup, have been used for AI benchmarking for years. We argue that, in spite of the rise of increasingly more sophisticated game genres, team sport games will remain an important testbed for AI benchmarking due to two primary factors. First, there are several genre-specific challenges for AI systems that are neither present nor emphasized in other types of games, such as team AI and frequent replanning. Second, there are unmistakable nonskill-related goals of AI systems, contributing to player enjoyment, that are most easily observed and addressed within a context of a team sport, such as showing creative and emotional traits. We analyze these factors in detail and outline promising directions for future research for game AI benchmarking, within a team sport context.http://dx.doi.org/10.1155/2021/5521877
spellingShingle Maxim Mozgovoy
Mike Preuss
Rafael Bidarra
Team Sports for Game AI Benchmarking Revisited
International Journal of Computer Games Technology
title Team Sports for Game AI Benchmarking Revisited
title_full Team Sports for Game AI Benchmarking Revisited
title_fullStr Team Sports for Game AI Benchmarking Revisited
title_full_unstemmed Team Sports for Game AI Benchmarking Revisited
title_short Team Sports for Game AI Benchmarking Revisited
title_sort team sports for game ai benchmarking revisited
url http://dx.doi.org/10.1155/2021/5521877
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AT mikepreuss teamsportsforgameaibenchmarkingrevisited
AT rafaelbidarra teamsportsforgameaibenchmarkingrevisited