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Nick Peterson

dblp:218/7276 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%
Databases, data mining, and information retrieval
1 paper
Recommender systems · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Cloud and datacenter computing · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › game AI
dynamic difficulty adjustment
0.312018
Horizontal Scaling With a Framework for Providing AI Solutions Within a Game Company · AAAI 2018
Games and playful interaction
game AI
0.312018
Horizontal Scaling With a Framework for Providing AI Solutions Within a Game Company · AAAI 2018
Cloud and datacenter computing › elastic computing › cloud elasticity
horizontal scaling
0.112018
Horizontal Scaling With a Framework for Providing AI Solutions Within a Game Company · AAAI 2018

Methods — techniques the papers use, named apart from their topics

recommendation engine · 1.0machine learning · 1.0data warehouse · 1.0
YearPublicationVenuePosition
2018 Horizontal Scaling With a Framework for Providing AI Solutions Within a Game Company
abstract
Games have been a major focus of AI since the field formed seventy years ago. Recently, video games have replaced chess and go as the current "Mt. Everest Problem." This paper looks beyond the video games themselves to the application of AI techniques within the ecosystems that produce them. Electronic Arts (EA) must deal with AI at scale across many game studios as it develops many AAA games each year, and not a single, AI-based, flagship application. EA has adopted a horizontal scaling strategy in response to this challenge and built a platform for delivering AI artifacts anywhere within EA's software universe. By combining a data warehouse for player history, an Agent Store for capturing processes acquired through machine learning, and a recommendation engine as an action layer, EA has been delivering a wide range of AI solutions throughout the company during the last two years. These solutions, such as dynamic difficulty adjustment, in-game content and activity recommendations, matchmaking, and game balancing, have had major impact on engagement, revenue, and development resources within EA.
John F. Kolen, Mohsen Sardari, Marwan Mattar, Nick Peterson
AAAI4