Search Results for author: Antonios Liapis

Found 28 papers, 5 papers with code

Seeding Diversity into AI Art

no code implementations2 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.

Image Generation

RankNEAT: Outperforming Stochastic Gradient Search in Preference Learning Tasks

no code implementations14 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.

AffectGAN: Affect-Based Generative Art Driven by Semantics

no code implementations30 Sep 2021 Theodoros Galanos, Antonios Liapis, Georgios N. Yannakakis

This paper introduces a novel method for generating artistic images that express particular affective states.

Image Generation

Go-Blend behavior and affect

no code implementations24 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.


Contrastive Learning of Generalized Game Representations

1 code implementation18 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.

Contrastive Learning Image Classification +1

Monte Carlo Elites: Quality-Diversity Selection as a Multi-Armed Bandit Problem

1 code implementation18 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.

ARCH-Elites: Quality-Diversity for Urban Design

no code implementations18 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.

Pairing Character Classes in a Deathmatch Shooter Game via a Deep-Learning Surrogate Model

no code implementations29 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.

Playing Against the Board: Rolling Horizon Evolutionary Algorithms Against Pandemic

1 code implementation28 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.

Board Games Decision Making

SuSketch: Surrogate Models of Gameplay as a Design Assistant

no code implementations22 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.

10 Years of the PCG workshop: Past and Future Trends

no code implementations21 Mar 2021 Antonios Liapis

As of 2020, the international workshop on Procedural Content Generation enters its second decade.

Collaborative Agent Gameplay in the Pandemic Board Game

no code implementations21 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.

Board Games

The Pixels and Sounds of Emotion: General-Purpose Representations of Arousal in Games

no code implementations26 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

Tabletop Roleplaying Games as Procedural Content Generators

no code implementations12 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.

I Feel I Feel You: A Theory of Mind Experiment in Games

no code implementations23 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.

Face Recognition

A Study on Game Review Summarization

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.

Sentiment Analysis

Procedural Content Generation through Quality Diversity

1 code implementation9 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.

From Pixels to Affect: A Study on Games and Player Experience

no code implementations4 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?

Two-step Constructive Approaches for Dungeon Generation

no code implementations11 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.

DATA Agent

no code implementations28 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.

Quality Diversity Through Surprise

1 code implementation6 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.

Robot Navigation

Data-driven Design: A Case for Maximalist Game Design

no code implementations30 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.

Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics

no code implementations19 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.

Surprise Search for Evolutionary Divergence

no code implementations8 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.

The Case for a Mixed-Initiative Collaborative Neuroevolution Approach

no code implementations5 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.

Common Sense Reasoning

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