Search Results for author: Raluca D. Gaina

Found 13 papers, 8 papers with code

Design and Implementation of TAG: A Tabletop Games Framework

1 code implementation25 Sep 2020 Raluca D. Gaina, Martin Balla, Alexander Dockhorn, Raul Montoliu, Diego Perez-Liebana

This document describes the design and implementation of the Tabletop Games framework (TAG), a Java-based benchmark for developing modern board games for AI research.

Board Games TAG

Rolling Horizon NEAT for General Video Game Playing

no code implementations14 May 2020 Diego Perez-Liebana, Muhammad Sajid Alam, Raluca D. Gaina

This paper presents a new Statistical Forward Planning (SFP) method, Rolling Horizon NeuroEvolution of Augmenting Topologies (rhNEAT).

Rolling Horizon Evolutionary Algorithms for General Video Game Playing

1 code implementation27 Mar 2020 Raluca D. Gaina, Sam Devlin, Simon M. Lucas, Diego Perez-Liebana

Game-playing Evolutionary Algorithms, specifically Rolling Horizon Evolutionary Algorithms, have recently managed to beat the state of the art in win rate across many video games.

Evolutionary Algorithms

Learning Local Forward Models on Unforgiving Games

1 code implementation1 Sep 2019 Alexander Dockhorn, Simon M. Lucas, Vanessa Volz, Ivan Bravi, Raluca D. Gaina, Diego Perez-Liebana

This paper examines learning approaches for forward models based on local cell transition functions.

Project Thyia: A Forever Gameplayer

no code implementations10 Jun 2019 Raluca D. Gaina, Simon M. Lucas, Diego Perez-Liebana

Similarly, AI game-players are run once on a game (or maybe for longer periods of time, in the case of learning algorithms which need some, still limited, period for training), and they cease to exist once the game ends.

"Did You Hear That?" Learning to Play Video Games from Audio Cues

no code implementations10 Jun 2019 Raluca D. Gaina, Matthew Stephenson

Game-playing AI research has focused for a long time on learning to play video games from visual input or symbolic information.

Navigate Q-Learning

The Multi-Agent Reinforcement Learning in MalmÖ (MARLÖ) Competition

2 code implementations23 Jan 2019 Diego Perez-Liebana, Katja Hofmann, Sharada Prasanna Mohanty, Noburu Kuno, Andre Kramer, Sam Devlin, Raluca D. Gaina, Daniel Ionita

Learning in multi-agent scenarios is a fruitful research direction, but current approaches still show scalability problems in multiple games with general reward settings and different opponent types.

Multi-agent Reinforcement Learning reinforcement-learning +1

Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Best

1 code implementation3 Jan 2019 Simon M. Lucas, Jialin Liu, Ivan Bravi, Raluca D. Gaina, John Woodward, Vanessa Volz, Diego Perez-Liebana

This paper introduces a simple and fast variant of Planet Wars as a test-bed for statistical planning based Game AI agents, and for noisy hyper-parameter optimisation.

SMAC+

General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms

1 code implementation28 Feb 2018 Diego Perez-Liebana, Jialin Liu, Ahmed Khalifa, Raluca D. Gaina, Julian Togelius, Simon M. Lucas

In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods with potentially infinity of games created using Video Game Description Language (VGDL).

Analysis of Vanilla Rolling Horizon Evolution Parameters in General Video Game Playing

no code implementations24 Apr 2017 Raluca D. Gaina, Jialin Liu, Simon M. Lucas, Diego Perez-Liebana

Monte Carlo Tree Search techniques have generally dominated General Video Game Playing, but recent research has started looking at Evolutionary Algorithms and their potential at matching Tree Search level of play or even outperforming these methods.

Evolutionary Algorithms

The N-Tuple Bandit Evolutionary Algorithm for Automatic Game Improvement

2 code implementations18 Mar 2017 Kamolwan Kunanusont, Raluca D. Gaina, Jialin Liu, Diego Perez-Liebana, Simon M. Lucas

This paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game Design.

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