01General AI
General Video Game AI Competition
Jialin Liu, Diego Perez Liebana, Simon M. Lucas, Ahmed Khalifa, and Julian Togelius
One controller, many games it has never seen. The 2017 edition added a learning track and a rule generation track alongside level generation.
LearningLevelsRules
02Strategy
StarCraft AI Competition
Kyung Joong Kim and Seonghun Yoon
Bots managed economies, armies, and incomplete information in a real time strategy classic. The contest pushed on uncertainty, speed, and unit control.
Real timeResource management
03Generation
Angry Birds Level Generation Competition
Jochen Renz, Julian Togelius, Lucas Ferreira, Matthew Stephenson, and XiaoYu Ge
Generators produced new levels judged for human fun and for difficulty. The contest ran jointly with IJCAI 2017, with remote entry allowed.
Procedural levelsHuman review
04Cooperation
Geometry Friends Cooperative Game AI Competition
Rui Prada, Francisco S. Melo, and João Dias
Two agents, two shapes, and one physics puzzle. The test was collaboration under motion constraints, with a single AI track for teams that wanted the planning problem without the coordination layer.
CooperationMotion planning
05Strategy
microRTS AI Competition
Santiago Ontañón
A small scale strategy game built for planning research. Agents could use a forward model, which made search and plan evaluation practical without a large engineering team.
PlanningForward model
06Language
Text Based Adventure AI Competition
Tim Atkinson, Hendrik Baier, Tara Copplestone, Sam Devlin, and Jerry Swan
Language, exploration, and partial knowledge. Agents worked through a graded set of adventure games, with credit for both the score and the amount of domain knowledge they avoided.
Natural languageExploration
07Real time
Fighting Game AI Competition
Ruck Thawonmas
FightingICE provided the arena. Standard and speedrunning leagues tested robustness across three character types, with a scoring system borrowed from Formula 1.
Real timeRobustness
08Learning
Visual Doom AI Competition 2017
Wojciech Jaśkowski, Michał Kempka, and Marek Wydmuch
Agents played from pixels in a multiplayer deathmatch. ViZDoom exposed the screen buffer as the controller's only view, inviting deep reinforcement learning approaches.
PixelsDeathmatch
09Partial observability
Pac Man Ghost Team Competition
Piers R. Williams, Diego Perez Liebana, and Simon M. Lucas
A contest about what an agent cannot see. Entrants controlled either the chased character or the chasing team, with separate tracks for each side.
Partial observabilityAdversarial play
10Strategy
Showdown AI Competition
Scott Lee and Julian Togelius
Team building and move selection in a Pokémon style battle system. The game offered hidden information, random outcomes, and a large space of possible teams.
Hidden informationTeam design
11Cooperation
Dota2 Bot Competition
Tobias Mahlmann
Five heroes, one team, and no backchannel chat. Bots had to coordinate through the game's limited signals while a custom mod let external processes control each hero.
Team playLimited communication
12Data
Game Data Mining Competition
Boram Kim, Du Mim Yoon, Eun Jo Lee, JiHoon Jeon, Kyung Joong Kim, Sang Kwang Lee, and Sung Il Yang
Prediction from commercial game logs, including churn and engagement after a payment model change. Entrants worked with data recorded by NCSOFT, a major South Korean game company.
ChurnSurvival analysis