Search Results for author: Andy Nealen

Found 13 papers, 3 papers with code

Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi

1 code implementation28 Apr 2020 Rodrigo Canaan, Xianbo Gao, Julian Togelius, Andy Nealen, Stefan Menzel

In this game, coordinated groups of players can leverage pre-established conventions to great effect, but playing in an ad-hoc setting requires agents to adapt to its partner's strategies with no previous coordination.

Evaluating the Rainbow DQN Agent in Hanabi with Unseen Partners

1 code implementation28 Apr 2020 Rodrigo Canaan, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, Stefan Menzel

Hanabi is a cooperative game that challenges exist-ing AI techniques due to its focus on modeling the mental states ofother players to interpret and predict their behavior.

Pitako -- Recommending Game Design Elements in Cicero

no code implementations8 Jul 2019 Tiago Machado, Dan Gopstein, Andy Nealen, Julian Togelius

In this paper, we introduce Pitako1, a tool that applies the Recommender System concept to assist humans in creative tasks.

Recommendation Systems

Diverse Agents for Ad-Hoc Cooperation in Hanabi

no code implementations8 Jul 2019 Rodrigo Canaan, Julian Togelius, Andy Nealen, Stefan Menzel

In complex scenarios where a model of other actors is necessary to predict and interpret their actions, it is often desirable that the model works well with a wide variety of previously unknown actors.

Leveling the Playing Field -- Fairness in AI Versus Human Game Benchmarks

no code implementations17 Mar 2019 Rodrigo Canaan, Christoph Salge, Julian Togelius, Andy Nealen

The extent to which these games benchmark consist of fair competition between human and AI is also a matter of debate.

Fairness

Evolving Agents for the Hanabi 2018 CIG Competition

no code implementations26 Sep 2018 Rodrigo Canaan, Haotian Shen, Ruben Rodriguez Torrado, Julian Togelius, Andy Nealen, Stefan Menzel

Hanabi is a cooperative card game with hidden information that has won important awards in the industry and received some recent academic attention.

Towards Game-based Metrics for Computational Co-creativity

no code implementations26 Sep 2018 Rodrigo Canaan, Stefan Menzel, Julian Togelius, Andy Nealen

We propose the following question: what game-like interactive system would provide a good environment for measuring the impact and success of a co-creative, cooperative agent?

Generating Levels That Teach Mechanics

1 code implementation18 Jul 2018 Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Andy Nealen, Julian Togelius

The automatic generation of game tutorials is a challenging AI problem.

Talakat: Bullet Hell Generation through Constrained Map-Elites

no code implementations12 Jun 2018 Ahmed Khalifa, Scott Lee, Andy Nealen, Julian Togelius

We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles.

Procedural Content Generation via Machine Learning (PCGML)

no code implementations2 Feb 2017 Adam Summerville, Sam Snodgrass, Matthew Guzdial, Christoffer Holmgård, Amy K. Hoover, Aaron Isaksen, Andy Nealen, Julian Togelius

This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content.

Card Games Style Transfer

PCG-Based Game Design Patterns

no code implementations11 Oct 2016 Michael Cook, Mirjam Eladhari, Andy Nealen, Mike Treanor, Eddy Boxerman, Alex Jaffe, Paul Sottosanti, Steve Swink

People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it.

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