Game-based learning - teaching artificial intelligence to play Minecraft : a systematic literature review

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dc.contributor.author Smit, Reinhardt
dc.contributor.author Smuts, Hanlie
dc.date.accessioned 2024-05-30T11:39:42Z
dc.date.available 2024-05-30T11:39:42Z
dc.date.issued 2023
dc.description.abstract Artificial Intelligence (AI) are machines designed to think and behave as humans would. Taking AI and placing it into a virtual world they become known as AI agents which uses the knowledge it gained from training to perform tasks in the world. AI agents in the virtual world has only been able to perform a narrow set of tasks with specialised models in environments with limited complexity and diversity. A rich world that requires an agent to continuously learn from and adapt to a wide variety of open-ended tasks and use previously gained knowledge to determine the next course of action will render the agent incapable. In order to investigate the AI teaching methods applied to instruct the agent to perform basic tasks in Minecraft in order to identify which AI teaching methods will yield the best results, a systematic literature review was conducted by extracting 57 papers and identifying themes and sub-themes that suited AI agent training methods and functions. This was to discover wat AI training methods can be implemented to enable an agent to perform tasks in a complex and rich world, contributing to game-based learning. The study found that a well-integrated Reinforcement Learning (RL) method with an effective reward system equipped the agent with the necessary knowledge to be able to perform tasks on a more complex level. A list of unique methods was integrated with RL such as Newtonian Action Advice (NAA), Behavioural Cloning (BC), VideoPreTraining (VPT), human demonstrations, and natural language commands to achieve a certain goal. This meant that AI agents can be taught to perform open ended tasks in a complex environment by setting up a well thought out framework on how to teach the agent in various areas leading to the possibility to incorporate those teachings into the real world through gamebased learning. en_US
dc.description.department Informatics en_US
dc.description.librarian am2024 en_US
dc.description.sdg SDG-09: Industry, innovation and infrastructure en_US
dc.description.uri https://easychair.org/publications/EPiC/Computing en_US
dc.identifier.citation Reinhardt, S. & Smuts, H. 2023, 'Game-based learning - teaching artificial intelligence to play Minecraft: a systematic literature review', EPiC Series in Computing, vol. 93, pp. 188-202. DOI:10.29007/bjvn. en_US
dc.identifier.issn 2398-7340 (online)
dc.identifier.other 10.29007/bjvn
dc.identifier.uri http://hdl.handle.net/2263/96308
dc.language.iso en en_US
dc.publisher Easychair en_US
dc.rights © 2023 EasyChair. en_US
dc.subject Game-based learning en_US
dc.subject Society 5.0 education en_US
dc.subject Minecraft reinforcement learning en_US
dc.subject AI agent en_US
dc.subject Training AI agent en_US
dc.subject Artificial intelligence (AI) en_US
dc.subject SDG-09: Industry, innovation and infrastructure en_US
dc.title Game-based learning - teaching artificial intelligence to play Minecraft : a systematic literature review en_US
dc.type Article en_US


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