General Game Playing
Most successful game-playing programs, such as the famous chess-playing program Deep Blue, are highly engineered to play a specific game. The challenge of General Game Playing is creating programs that can play new, previously unseen games mainly by analyzing the rules and possibly through small amounts of practice.
Erkin Bahceci Ph.D. Student erkin [at] cs utexas edu
Peter Stone Faculty pstone [at] cs utexas edu
A Neuroevolution Approach to General Atari Game Playing 2013
Matthew Hausknecht, Joel Lehman, Risto Miikkulainen, and Peter Stone, In IEEE Transactions on Computational Intelligence and AI in Games 2013.
General Game Learning using Knowledge Transfer 2007
Bikramjit Banerjee and Peter Stone, In The 20th International Joint Conference on Artificial Intelligence, pp. 672-677, January 2007.
Graph-Based Domain Mapping for Transfer Learning in General Games 2007
Gregory Kuhlmann and Peter Stone, In Proceedings of the 18th European Conference on Machine Learning, September 2007.
Automatic Heuristic Construction in a Complete General Game Player 2006
Gregory Kuhlmann, Kurt Dresner, and Peter Stone, In Proceedings of the 21st National Conference on Artificial Intelligence, pp. 1457-62, July 2006.
Value Function Transfer for General Game Playing 2006
Bikramjit Banerjee, Gregory Kuhlmann, and Peter Stone, In ICML workshop on Structural Knowledge Transfer for Machine Learning, June 2006.