A 'Brief' History of Game AI Up to AlphaGo
andreykurenkov.com
andreykurenkov.com
But - this is not the game developer usage of "game AI". Where are wargames, where are artificial characters, where is interactive storytelling, where are realtime control systems, and so on, and so forth? The doc is missing a lot of the actual history of game AI, which is much wider and more varied than presented here (and ML approaches are still in minority).
Anyone interested in game AI history should definitely check out the past proceedings of the AIIDE conference: http://www.aiide.org
Kaissa was developed in 1972. Before that, in 1963, there was ITEP (ИТЭФ) chess program and in 1965 this program won in the international computer chess match. See details here: https://chessprogramming.wikispaces.com/ITEP+Chess+Program#S...
By the way, the first computer game in USSR was made in 1957 on computer Strela-1, the author is Yuri Pervin. It was a variant of Dominoes board game in the player vs computer mode. The game was described in "Problemi Kibernetiki", issue 3, pages 171-180.
Is this really true? Would a smartphone chess app beat the worlds top ranked player today?
https://en.wikipedia.org/wiki/Computer_chess#Computers_versu...
So, if someone out there can explain, is a program like AlphaGo deterministic? Meaning if the opponent plays the exact same moves in 2 consecutive games will the 2nd game be a replica of the first?
My naive guess is that the MTC search part of the algorithm will necessarily introduce some variation in play, no?