# AI in Human-computer Gaming: Techniques, Challenges and Opportunities

arXiv: https://arxiv.org/abs/2111.07631 · HTML: https://mlsanity.com/paper/2111.07631/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 37 of its 74 references that are in the map.
- First posted on arXiv 15 Nov 2021.

## Builds on (most cited first, 30 of 37)

- [Language Models are Few-Shot Learners](https://mlsanity.com/paper/2005.14165/) (2020)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Asynchronous Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1602.01783/) (2016)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures](https://mlsanity.com/paper/1802.01561/) (2018)
- [Ray: A Distributed Framework for Emerging AI Applications](https://mlsanity.com/paper/1712.05889/) (2017)
- [Pre-trained Models for Natural Language Processing: A Survey](https://mlsanity.com/paper/2003.08271/) (2020)
- [A Brief Survey of Deep Reinforcement Learning](https://mlsanity.com/paper/1708.05866/) (2017)
- [Emergent Tool Use From Multi-Agent Autocurricula](https://mlsanity.com/paper/1909.07528/) (2019)
- [Agent57: Outperforming the Atari Human Benchmark](https://mlsanity.com/paper/2003.13350/) (2020)
- [Horovod: fast and easy distributed deep learning in TensorFlow](https://mlsanity.com/paper/1802.05799/) (2018)
- [Human-level performance in first-person multiplayer games with population-based deep reinforcement learning](https://mlsanity.com/paper/1807.01281/) (2018)
- [DeepStack: Expert-Level Artificial Intelligence in No-Limit Poker](https://mlsanity.com/paper/1701.01724/) (2017)
- [Informed Machine Learning -- A Taxonomy and Survey of Integrating Knowledge into Learning Systems](https://mlsanity.com/paper/1903.12394/) (2019)
- [Mastering Complex Control in MOBA Games with Deep Reinforcement Learning](https://mlsanity.com/paper/1912.09729/) (2019)
- [Continual Lifelong Learning in Natural Language Processing: A Survey](https://mlsanity.com/paper/2012.09823/) (2020)
- [Acme: A Research Framework for Distributed Reinforcement Learning](https://mlsanity.com/paper/2006.00979/) (2020)
- [Combining Deep Reinforcement Learning and Search for Imperfect-Information Games](https://mlsanity.com/paper/2007.13544/) (2020)
- [M6: A Chinese Multimodal Pretrainer](https://mlsanity.com/paper/2103.00823/) (2021)
- [Massively Parallel Methods for Deep Reinforcement Learning](https://mlsanity.com/paper/1507.04296/) (2015)
- [Towards Playing Full MOBA Games with Deep Reinforcement Learning](https://mlsanity.com/paper/2011.12692/) (2020)
- [Real World Games Look Like Spinning Tops](https://mlsanity.com/paper/2004.09468/) (2020)
- [DouZero: Mastering DouDizhu with Self-Play Deep Reinforcement Learning](https://mlsanity.com/paper/2106.06135/) (2021)
- [Suphx: Mastering Mahjong with Deep Reinforcement Learning](https://mlsanity.com/paper/2003.13590/) (2020)
- [α-Rank: Multi-Agent Evaluation by Evolution](https://mlsanity.com/paper/1903.01373/) (2019)
- [Re-evaluating Evaluation](https://mlsanity.com/paper/1806.02643/) (2018)
- [Safe and Nested Subgame Solving for Imperfect-Information Games](https://mlsanity.com/paper/1705.02955/) (2017)
- [M6-10T: A Sharing-Delinking Paradigm for Efficient Multi-Trillion Parameter Pretraining](https://mlsanity.com/paper/2110.03888/) (2021)
- [Solving Imperfect Information Games Using Decomposition](https://mlsanity.com/paper/1303.4441/) (2013)
- [SCC: an efficient deep reinforcement learning agent mastering the game of StarCraft II](https://mlsanity.com/paper/2012.13169/) (2020)

## Built on by (most cited first, 1 of 1)

- [Distributed Deep Reinforcement Learning: A Survey and A Multi-Player Multi-Agent Learning Toolbox](https://mlsanity.com/paper/2212.00253/) (2022)

## Abstract (arXiv)

With breakthrough of the AlphaGo, human-computer gaming AI has ushered in a big explosion, attracting more and more researchers all around the world. As a recognized standard for testing artificial intelligence, various human-computer gaming AI systems (AIs) have been developed such as the Libratus, OpenAI Five and AlphaStar, beating professional human players. The rapid development of human-computer gaming AIs indicate a big step of decision making intelligence, and it seems that current techniques can handle very complex human-computer games. So, one natural question raises: what are the possible challenges of current techniques in human-computer gaming, and what are the future trends? To answer the above question, in this paper, we survey recent successful game AIs, covering board game AIs, card game AIs, first-person shooting game AIs and real time strategy game AIs. Through this survey, we 1) compare the main difficulties among different kinds of games and the corresponding techniques utilized for achieving professional human level AIs; 2) summarize the mainstream frameworks and techniques that can be properly relied on for developing AIs for complex human-computer gaming; 3) raise the challenges or drawbacks of current techniques in the successful AIs; and 4) try to point out future trends in human-computer gaming AIs. Finally, we hope this brief review can provide an introduction for beginners, and inspire insights for researchers in the field of AI in human-computer gaming.
