Search Results for author: Cameron Browne

Found 24 papers, 6 papers with code

Measuring Board Game Distance

no code implementations10 Jan 2023 Matthew Stephenson, Dennis J. N. J. Soemers, Éric Piette, Cameron Browne

This paper presents a general approach for measuring distances between board games within the Ludii general game system.

Board Games

Combining Monte-Carlo Tree Search with Proof-Number Search

no code implementations8 Jun 2022 Elliot Doe, Mark H. M. Winands, Dennis J. N. J. Soemers, Cameron Browne

Proof-Number Search (PNS) and Monte-Carlo Tree Search (MCTS) have been successfully applied for decision making in a range of games.

Decision Making

The Ludii Game Description Language is Universal

no code implementations1 May 2022 Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Cameron Browne

There are several different game description languages (GDLs), each intended to allow wide ranges of arbitrary games (i. e., general games) to be described in a single higher-level language than general-purpose programming languages.

Spatial State-Action Features for General Games

no code implementations17 Jan 2022 Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Cameron Browne

In many board games and other abstract games, patterns have been used as features that can guide automated game-playing agents.

Game of Go

General Board Geometry

1 code implementation22 Nov 2021 Cameron Browne, Éric Piette, Matthew Stephenson, Dennis J. N. J. Soemers

Game boards are described in the Ludii general game system by their underlying graphs, based on tiling, shape and graph operators, with the automatic detection of important properties such as topological relationships between graph elements, directions and radial step sequences.

Optimised Playout Implementations for the Ludii General Game System

no code implementations4 Nov 2021 Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Cameron Browne

This paper describes three different optimised implementations of playouts, as commonly used by game-playing algorithms such as Monte-Carlo Tree Search.

Automatic Generation of Board Game Manuals

no code implementations20 Sep 2021 Matthew Stephenson, Eric Piette, Dennis J. N. J. Soemers, Cameron Browne

In this paper we present a process for automatically generating manuals for board games within the Ludii general game system.

Board Games Translation

General Board Game Concepts

no code implementations2 Jul 2021 Éric Piette, Matthew Stephenson, Dennis J. N. J. Soemers, Cameron Browne

Many games often share common ideas or aspects between them, such as their rules, controls, or playing area.

Board Games Recommendation Systems

General Game Heuristic Prediction Based on Ludeme Descriptions

no code implementations26 May 2021 Matthew Stephenson, Dennis J. N. J. Soemers, Eric Piette, Cameron Browne

This paper investigates the performance of different general-game-playing heuristics for games in the Ludii general game system.

regression

Transfer of Fully Convolutional Policy-Value Networks Between Games and Game Variants

no code implementations24 Feb 2021 Dennis J. N. J. Soemers, Vegard Mella, Eric Piette, Matthew Stephenson, Cameron Browne, Olivier Teytaud

In this paper, we use fully convolutional architectures in AlphaZero-like self-play training setups to facilitate transfer between variants of board games as well as distinct games.

Board Games Transfer Learning

Deep Learning for General Game Playing with Ludii and Polygames

1 code implementation23 Jan 2021 Dennis J. N. J. Soemers, Vegard Mella, Cameron Browne, Olivier Teytaud

Combinations of Monte-Carlo tree search and Deep Neural Networks, trained through self-play, have produced state-of-the-art results for automated game-playing in many board games.

Board Games

Ludii Game Logic Guide

1 code implementation6 Jan 2021 Éric Piette, Cameron Browne, Dennis J. N. J. Soemers

This technical report outlines the fundamental workings of the game logic behind Ludii, a general game system, that can be used to play a wide variety of games.

Strategic Features for General Games

no code implementations4 Jan 2021 Cameron Browne, Dennis J. N. J. Soemers, Eric Piette

This short paper describes an ongoing research project that requires the automated self-play learning and evaluation of a large number of board games in digital form.

Board Games

Modern Techniques for Ancient Games

no code implementations30 Dec 2020 Cameron Browne

Games potentially provide a wealth of knowledge about our shared cultural past and the development of human civilisation, but our understanding of early games is incomplete and often based on unreliable reconstructions.

Manipulating the Distributions of Experience used for Self-Play Learning in Expert Iteration

1 code implementation30 May 2020 Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Cameron Browne

ExIt involves training a policy to mimic the search behaviour of a tree search algorithm - such as Monte-Carlo tree search - and using the trained policy to guide it.

Board Games

Ludii as a Competition Platform

no code implementations29 Jun 2019 Matthew Stephenson, Éric Piette, Dennis J. N. J. Soemers, Cameron Browne

Ludii is a general game system being developed as part of the ERC-funded Digital Ludeme Project (DLP).

Ludii and XCSP: Playing and Solving Logic Puzzles

no code implementations29 Jun 2019 Cédric Piette, Éric Piette, Matthew Stephenson, Dennis J. N. J. Soemers, Cameron Browne

Many of the famous single-player games, commonly called puzzles, can be shown to be NP-Complete.

An Empirical Evaluation of Two General Game Systems: Ludii and RBG

no code implementations29 Jun 2019 Éric Piette, Matthew Stephenson, Dennis J. N. J. Soemers, Cameron Browne

Although General Game Playing (GGP) systems can facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often computationally inefficient and somewhat specialised to a specific class of games.

Vocal Bursts Valence Prediction

An Overview of the Ludii General Game System

no code implementations29 Jun 2019 Matthew Stephenson, Éric Piette, Dennis J. N. J. Soemers, Cameron Browne

The Digital Ludeme Project (DLP) aims to reconstruct and analyse over 1000 traditional strategy games using modern techniques.

Foundations of Digital Archæoludology

no code implementations31 May 2019 Cameron Browne, Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Michael Conrad, Walter Crist, Thierry Depaulis, Eddie Duggan, Fred Horn, Steven Kelk, Simon M. Lucas, João Pedro Neto, David Parlett, Abdallah Saffidine, Ulrich Schädler, Jorge Nuno Silva, Alex de Voogt, Mark H. M. Winands

Digital Archaeoludology (DAL) is a new field of study involving the analysis and reconstruction of ancient games from incomplete descriptions and archaeological evidence using modern computational techniques.

Cultural Vocal Bursts Intensity Prediction

Learning Policies from Self-Play with Policy Gradients and MCTS Value Estimates

no code implementations14 May 2019 Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Cameron Browne

In recent years, state-of-the-art game-playing agents often involve policies that are trained in self-playing processes where Monte Carlo tree search (MCTS) algorithms and trained policies iteratively improve each other.

Board Games

Ludii -- The Ludemic General Game System

1 code implementation13 May 2019 Éric Piette, Dennis J. N. J. Soemers, Matthew Stephenson, Chiara F. Sironi, Mark H. M. Winands, Cameron Browne

While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialised and computationally inefficient.

Improved Reinforcement Learning with Curriculum

no code implementations29 Mar 2019 Joseph West, Frederic Maire, Cameron Browne, Simon Denman

Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner.

Board Games reinforcement-learning +1

Biasing MCTS with Features for General Games

1 code implementation21 Mar 2019 Dennis J. N. J. Soemers, Éric Piette, Cameron Browne

This paper proposes using a linear function approximator, rather than a deep neural network (DNN), to bias a Monte Carlo tree search (MCTS) player for general games.

Board Games

Cannot find the paper you are looking for? You can Submit a new open access paper.