1 code implementation • 19 Jul 2023 • Martin Balla, George E. M. Long, Dominik Jeurissen, James Goodman, Raluca D. Gaina, Diego Perez-Liebana
To bridge this gap, we introduce PyTAG, a Python API for interacting with the Tabletop Games framework (TAG).
no code implementations • 11 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.
no code implementations • 18 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.
no code implementations • 15 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.
1 code implementation • 8 Jun 2020 • Daniel Hernandez, Charles Takashi Toyin Gbadomosi, James Goodman, James Alfred Walker
Automated game balancing has often focused on single-agent scenarios.
no code implementations • 23 Mar 2020 • James Goodman, Simon Lucas
The N-Tuple Bandit Evolutionary Algorithm (NTBEA) has proven very effective in optimising algorithm parameters in Game AI.
no code implementations • 16 Feb 2019 • James Goodman
This technical report documents the winner of the Computational Intelligence in Games(CIG) 2018 Hanabi competition.