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).
1 code implementation • 25 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.
no code implementations • 14 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).
1 code implementation • 27 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.
1 code implementation • 1 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.
no code implementations • 10 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.
no code implementations • 10 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.
no code implementations • 29 Mar 2019 • Simon M. Lucas, Alexander Dockhorn, Vanessa Volz, Chris Bamford, Raluca D. Gaina, Ivan Bravi, Diego Perez-Liebana, Sanaz Mostaghim, Rudolf Kruse
This paper investigates the effect of learning a forward model on the performance of a statistical forward planning agent.
2 code implementations • 23 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
1 code implementation • 3 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.
1 code implementation • 28 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).
no code implementations • 24 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.
2 code implementations • 18 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.