Search Results for author: James Goodman

Found 9 papers, 2 papers with code

Visualising Multiplayer Game Spaces

no code implementations11 Feb 2022 James Goodman, Diego Perez-Liebana, Simon Lucas

We compare four different `game-spaces' in terms of their usefulness in characterising multi-player tabletop games, with a particular interest in any underlying change to a game's characteristics as the number of players changes.

Dimensionality Reduction

AI and Wargaming

no code implementations18 Sep 2020 James Goodman, Sebastian Risi, Simon Lucas

Recent progress in Game AI has demonstrated that given enough data from human gameplay, or experience gained via simulations, machines can rival or surpass the most skilled human players in classic games such as Go, or commercial computer games such as Starcraft.

Starcraft

Does it matter how well I know what you're thinking? Opponent Modelling in an RTS game

no code implementations15 Jun 2020 James Goodman, Simon Lucas

We show that faced with an unknown opponent and a low computational budget it is better not to use any explicit model with RHEA, and to model the opponent's actions within the tree as part of the MCTS algorithm.

Weighting NTBEA for Game AI Optimisation

no code implementations23 Mar 2020 James Goodman, Simon Lucas

The N-Tuple Bandit Evolutionary Algorithm (NTBEA) has proven very effective in optimising algorithm parameters in Game AI.

Specificity

Re-determinizing Information Set Monte Carlo Tree Search in Hanabi

no code implementations16 Feb 2019 James Goodman

This technical report documents the winner of the Computational Intelligence in Games(CIG) 2018 Hanabi competition.

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