Search Results for author: Simon M. Lucas

Found 29 papers, 8 papers with code

Predictive Control Using Learned State Space Models via Rolling Horizon Evolution

no code implementations25 Jun 2021 Alvaro Ovalle, Simon M. Lucas

A large part of the interest in model-based reinforcement learning derives from the potential utility to acquire a forward model capable of strategic long term decision making.

Decision Making Model-based Reinforcement Learning +4

Modulation of viability signals for self-regulatory control

no code implementations18 Jul 2020 Alvaro Ovalle, Simon M. Lucas

In particular, we highlight the distinction between observations induced by the environment and those pertaining more directly to the continuity of an agent in time.

Evaluating Generalisation in General Video Game Playing

no code implementations22 May 2020 Martin Balla, Simon M. Lucas, Diego Perez-Liebana

This paper focuses on the challenge of the GVGAI learning track in which 3 games are selected and 2 levels are given for training, while 3 hidden levels are left for evaluation.

Reinforcement Learning (RL)

Bootstrapped model learning and error correction for planning with uncertainty in model-based RL

no code implementations15 Apr 2020 Alvaro Ovalle, Simon M. Lucas

Having access to a forward model enables the use of planning algorithms such as Monte Carlo Tree Search and Rolling Horizon Evolution.

Enhanced Rolling Horizon Evolution Algorithm with Opponent Model Learning: Results for the Fighting Game AI Competition

no code implementations31 Mar 2020 Zhentao Tang, Yuanheng Zhu, Dongbin Zhao, Simon M. Lucas

In contrast to conventional RHEA, an opponent model is proposed and is optimized by supervised learning with cross-entropy and reinforcement learning with policy gradient and Q-learning respectively, based on history observations from opponent.

Q-Learning

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.

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

Tile Pattern KL-Divergence for Analysing and Evolving Game Levels

no code implementations24 Apr 2019 Simon M. Lucas, Vanessa Volz

This paper provides a detailed investigation of using the Kullback-Leibler (KL) Divergence as a way to compare and analyse game-levels, and hence to use the measure as the objective function of an evolutionary algorithm to evolve new levels.

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+

Game AI Research with Fast Planet Wars Variants

no code implementations22 Jun 2018 Simon M. Lucas

This paper describes a new implementation of Planet Wars, designed from the outset for Game AI research.

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).

The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisation

4 code implementations16 Feb 2018 Simon M. Lucas, Jialin Liu, Diego Perez-Liebana

This paper describes the N-Tuple Bandit Evolutionary Algorithm (NTBEA), an optimisation algorithm developed for noisy and expensive discrete (combinatorial) optimisation problems.

Efficient Noisy Optimisation with the Sliding Window Compact Genetic Algorithm

no code implementations7 Aug 2017 Simon M. Lucas, Jialin Liu, Diego Pérez-Liébana

The compact genetic algorithm is an Estimation of Distribution Algorithm for binary optimisation problems.

Evaluating Noisy Optimisation Algorithms: First Hitting Time is Problematic

no code implementations13 Jun 2017 Simon M. Lucas, Jialin Liu, Diego Pérez-Liébana

A frequently used stopping condition in runtime analysis, known as "First Hitting Time", is to stop the algorithm as soon as it encounters the optimal solution.

Evaluating and Modelling Hanabi-Playing Agents

no code implementations24 Apr 2017 Joseph Walton-Rivers, Piers R. Williams, Richard Bartle, Diego Perez-Liebana, Simon M. Lucas

Agent modelling involves considering how other agents will behave, in order to influence your own actions.

Game of Hanabi

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

General Video Game AI: Learning from Screen Capture

no code implementations23 Apr 2017 Kamolwan Kunanusont, Simon M. Lucas, Diego Perez-Liebana

General Video Game Artificial Intelligence is a general game playing framework for Artificial General Intelligence research in the video-games domain.

Population Seeding Techniques for Rolling Horizon Evolution in General Video Game Playing

no code implementations23 Apr 2017 Rauca D. Gaina, Simon M. Lucas, Diego Perez-Liebana

While Monte Carlo Tree Search and closely related methods have dominated General Video Game Playing, recent research has demonstrated the promise of Rolling Horizon Evolutionary Algorithms as an interesting alternative.

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.

Evolving Game Skill-Depth using General Video Game AI Agents

no code implementations18 Mar 2017 Jialin Liu, Julian Togelius, Diego Perez-Liebana, Simon M. Lucas

The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games.

Ms. Pac-Man Versus Ghost Team CIG 2016 Competition

no code implementations8 Sep 2016 Piers R. Williams, Diego Perez-Liebana, Simon M. Lucas

This paper introduces the revival of the popular Ms. Pac-Man Versus Ghost Team competition.

Optimal resampling for the noisy OneMax problem

no code implementations22 Jul 2016 Jialin Liu, Michael Fairbank, Diego Pérez-Liébana, Simon M. Lucas

The OneMax problem is a standard benchmark optimisation problem for a binary search space.

Rolling Horizon Coevolutionary Planning for Two-Player Video Games

no code implementations6 Jul 2016 Jialin Liu, Diego Pérez-Liébana, Simon M. Lucas

To select an action the algorithm co-evolves two (or in the general case N) populations, one for each player, where each individual is a sequence of actions for the respective player.

Decision Making Vocal Bursts Valence Prediction

Bandit-Based Random Mutation Hill-Climbing

no code implementations20 Jun 2016 Jialin Liu, Diego Peŕez-Liebana, Simon M. Lucas

The Random Mutation Hill-Climbing algorithm is a direct search technique mostly used in discrete domains.

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