Team Sports for Game AI Benchmarking Revisited

Journal Article (2021)
Author(s)

Maxim Mozgovoy (University of Aizu Aizuwakamatsu)

Mike Preuss (Universiteit Leiden)

R. Bidarra (TU Delft - Computer Graphics and Visualisation)

Research Group
Computer Graphics and Visualisation
Copyright
© 2021 Maxim Mozgovoy, Mike Preuss, Rafael Bidarra
DOI related publication
https://doi.org/10.1155/2021/5521877
More Info
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Publication Year
2021
Language
English
Copyright
© 2021 Maxim Mozgovoy, Mike Preuss, Rafael Bidarra
Research Group
Computer Graphics and Visualisation
Volume number
2021
Pages (from-to)
1-9
Reuse Rights

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Abstract

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.