no code implementations • 2 May 2022 • Marvin Zammit, Antonios Liapis, Georgios N. Yannakakis
Testing our hypothesis using novelty search with local competition, a quality-diversity evolutionary algorithm that can increase visual diversity while maintaining quality in the form of adherence to the semantic prompt, we explore how different notions of visual diversity can affect both the process and the product of the algorithm.
no code implementations • 14 Apr 2022 • Kosmas Pinitas, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis
Stochastic gradient descent (SGD) is a premium optimization method for training neural networks, especially for learning objectively defined labels such as image objects and events.
no code implementations • 30 Sep 2021 • Theodoros Galanos, Antonios Liapis, Georgios N. Yannakakis
This paper introduces a novel method for generating artistic images that express particular affective states.
no code implementations • 24 Sep 2021 • Matthew Barthet, Antonios Liapis, Georgios N. Yannakakis
Our Go-Explore implementation not only introduces a new paradigm for affect modeling; it empowers believable AI-based game testing by providing agents that can blend and express a multitude of behavioral and affective patterns.
1 code implementation • 18 Jun 2021 • Chintan Trivedi, Antonios Liapis, Georgios N. Yannakakis
In this paper we build on recent advances in contrastive learning and showcase its benefits for representation learning in games.
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1 code implementation • 18 Apr 2021 • Konstantinos Sfikas, Antonios Liapis, Georgios N. Yannakakis
A core challenge of evolutionary search is the need to balance between exploration of the search space and exploitation of highly fit regions.
no code implementations • 18 Apr 2021 • Theodoros Galanos, Antonios Liapis, Georgios N. Yannakakis, Reinhard Koenig
This paper introduces ARCH-Elites, a MAP-Elites implementation that can reconfigure large-scale urban layouts at real-world locations via a pre-trained surrogate model instead of costly simulations.
no code implementations • 29 Mar 2021 • Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs new content in one of these facets.
1 code implementation • 28 Mar 2021 • Konstantinos Sfikas, Antonios Liapis
This paper contends that collaborative board games pose a different challenge to artificial intelligence as it must balance short-term risk mitigation with long-term winning strategies.
no code implementations • 22 Mar 2021 • Antonios Liapis, Hector P. Martinez, Julian Togelius, Georgios N. Yannakakis
DeLeNoX proceeds in alternating phases of exploration and transformation.
no code implementations • 22 Mar 2021 • Panagiotis Migkotzidis, Antonios Liapis
The system also proactively designs alternatives to the level and class pairing, and presents them to the designer as suggestions that improve the predicted balance of the game.
no code implementations • 21 Mar 2021 • Antonios Liapis
As of 2020, the international workshop on Procedural Content Generation enters its second decade.
no code implementations • 21 Mar 2021 • Konstantinos Sfikas, Antonios Liapis
While artificial intelligence has been applied to control players' decisions in board games for over half a century, little attention is given to games with no player competition.
no code implementations • 26 Jan 2021 • Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis
What if emotion could be captured in a general and subject-agnostic fashion?
Human-Computer Interaction
no code implementations • 12 Jul 2020 • Matthew Guzdial, Devi Acharya, Max Kreminski, Michael Cook, Mirjam Eladhari, Antonios Liapis, Anne Sullivan
Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content.
no code implementations • 23 Jan 2020 • David Melhart, Georgios N. Yannakakis, Antonios Liapis
In this study into the player's emotional theory of mind of gameplaying agents, we investigate how an agent's behaviour and the player's own performance and emotions shape the recognition of a frustrated behaviour.
no code implementations • RANLP 2019 • George Panagiotopoulos, George Giannakopoulos, Antonios Liapis
Game reviews have constituted a unique means of interaction between players and companies for many years.
1 code implementation • 9 Jul 2019 • Daniele Gravina, Ahmed Khalifa, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis
Quality-diversity (QD) algorithms search for a set of good solutions which cover a space as defined by behavior metrics.
no code implementations • 4 Jul 2019 • Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis
Is it possible to predict the affect of a user just by observing her behavioral interaction through a video?
no code implementations • 11 Jun 2019 • Michael Cerny Green, Ahmed Khalifa, Athoug Alsoughayer, Divyesh Surana, Antonios Liapis, Julian Togelius
This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2.
no code implementations • 31 Jan 2019 • David Melhart, Ahmad Azadvar, Alessandro Canossa, Antonios Liapis, Georgios N. Yannakakis
Is it possible to predict the motivation of players just by observing their gameplay data?
no code implementations • 28 Sep 2018 • Michael Cerny Green, Gabriella A. B. Barros, Antonios Liapis, Julian Togelius
This paper introduces DATA Agent, a system which creates murder mystery adventures from open data.
1 code implementation • 6 Jul 2018 • Daniele Gravina, Antonios Liapis, Georgios N. Yannakakis
Quality diversity is a recent family of evolutionary search algorithms which focus on finding several well-performing (quality) yet different (diversity) solutions with the aim to maintain an appropriate balance between divergence and convergence during search.
no code implementations • 30 May 2018 • Gabriella A. B. Barros, Michael Cerny Green, Antonios Liapis, Julian Togelius
Maximalism in art refers to drawing on and combining multiple different sources for art creation, embracing the resulting collisions and heterogeneity.
no code implementations • 19 Feb 2018 • Christoffer Holmgård, Michael Cerny Green, Antonios Liapis, Julian Togelius
This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas.
no code implementations • 14 Feb 2018 • Gabriella A. B. Barros, Michael Cerny Green, Antonios Liapis, Julian Togelius
This paper presents a framework for generating adventure games from open data.
no code implementations • 8 Jun 2017 • Daniele Gravina, Antonios Liapis, Georgios N. Yannakakis
Inspired by the notion of surprise for unconventional discovery we introduce a general search algorithm we name surprise search as a new method of evolutionary divergent search.
no code implementations • 5 Aug 2014 • Sebastian Risi, Jinhong Zhang, Rasmus Taarnby, Peter Greve, Jan Piskur, Antonios Liapis, Julian Togelius
It is clear that the current attempts at using algorithms to create artificial neural networks have had mixed success at best when it comes to creating large networks and/or complex behavior.