1. Department of Computer Science, School of Computing, National University of Singapore, Singapore, Singapore
2. Faculty of Computer Engineering, University of Isfahan, Isfahan, Iran
Email:amir.m@nus.edu.sg (A.M.); alshariffarzaneh@gmail.com (F.A.); fatemehalsharif20@gmail.com (F.A.)
*Corresponding author
Manuscript received July 11, 2024; revised August 15, 2024; accepted September 5, 2024; published April 24, 2025
Abstract—The evolution of video games has been significantly influenced by advancements in Artificial Intelligence (AI) in recent years. This paper explores the interplay between simple and cheap video games and AI, examining how games have been utilized to enhance AI methodologies and, conversely, how AI innovations have contributed to the development of video games. Starting from the ancient origins of games, through the introduction of the first video game in 1958, to the present-day gaming industry’s technological summits, this paper highlights the historical milestones and modern trends in the video games. Specific case studies, such as the Puzzle-8, Akinator, and Find the Differences games, demonstrate the practical applications of AI in gaming. Additionally, the paper discusses the challenges faced in developing simple cost-effective games and how AI can assist in overcoming those challenges, particularly in the areas of game idea generation, scene creation, level design, and character development. By integrating AI with game development, we can create more engaging, innovative, and accessible gaming experiences, specifically for simple and cheap games.
Keywords—video games, artificial intelligence, cheap games, simple games, game stages
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Cite: Amirhassan Monajemi, Farzaneh Alsharif, and Fatemeh Alsharif, "Simple and Cheap Video Games and Artificial Intelligence," International Journal of Future Computer and Communication, vol. 14, no. 1, pp. 7-11, 2025.
Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited
(CC BY 4.0)