no code implementations • 22 Sep 2023 • Derek Yadgaroff, Alessandro Sestini, Konrad Tollmar, Linus Gisslén
Imitation learning is an effective approach for training game-playing agents and, consequently, for efficient game production.
no code implementations • 15 Aug 2023 • William Ahlberg, Alessandro Sestini, Konrad Tollmar, Linus Gisslén
MultiGAIL is based on generative adversarial imitation learning and uses multiple discriminators as reward models, inferring the environment reward by comparing the agent and distinct expert policies.
no code implementations • 19 Jul 2023 • Jonas Gillberg, Joakim Bergdahl, Alessandro Sestini, Andrew Eakins, Linus Gisslen
Going from research to production, especially for large and complex software systems, is fundamentally a hard problem.
no code implementations • 7 Jul 2023 • Rodrigue de Schaetzen, Alessandro Sestini
This short paper presents an efficient path following solution for ground vehicles tailored to game AI.
no code implementations • 15 Aug 2022 • Alessandro Sestini, Joakim Bergdahl, Konrad Tollmar, Andrew D. Bagdanov, Linus Gisslén
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible.
no code implementations • 13 Jul 2022 • Tommaso Aldinucci, Enrico Civitelli, Leonardo di Gangi, Alessandro Sestini
Focusing on Random Forests, we propose a multi-armed contextual bandit recommendation framework for feature-based selection of a single shallow tree of the learned ensemble.
no code implementations • 21 Feb 2022 • Alessandro Sestini, Linus Gisslén, Joakim Bergdahl, Konrad Tollmar, Andrew D. Bagdanov
This paper proposes a novel deep reinforcement learning algorithm to perform automatic analysis and detection of gameplay issues in complex 3D navigation environments.
no code implementations • 21 Apr 2021 • Alessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov
To this end, we propose four different policy fusion methods for combining pre-trained policies.
no code implementations • 7 Dec 2020 • Alessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov
Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environments.
no code implementations • 4 Dec 2020 • Alessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov
We propose a technique based on Adversarial Inverse Reinforcement Learning which can significantly decrease the need for expert demonstrations in PCG games.
no code implementations • 3 Dec 2020 • Alessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov
In this paper we introduce DeepCrawl, a fully-playable Roguelike prototype for iOS and Android in which all agents are controlled by policy networks trained using Deep Reinforcement Learning (DRL).