Search Results for author: Antonios Liapis

Found 44 papers, 9 papers with code

Dynamic Quality-Diversity Search

1 code implementation7 Apr 2024 Roberto Gallotta, Antonios Liapis, Georgios N. Yannakakis

Evolutionary search via the quality-diversity (QD) paradigm can discover highly performing solutions in different behavioural niches, showing considerable potential in complex real-world scenarios such as evolutionary robotics.

MAP-Elites with Transverse Assessment for Multimodal Problems in Creative Domains

no code implementations11 Mar 2024 Marvin Zammit, Antonios Liapis, Georgios N. Yannakakis

Our approach represents a significant step forward in multimodal bottom-up orchestration and lays the groundwork for more complex systems coordinating multimodal creative agents in the future.

Large Language Models and Games: A Survey and Roadmap

no code implementations28 Feb 2024 Roberto Gallotta, Graham Todd, Marvin Zammit, Sam Earle, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis

Recent years have seen an explosive increase in research on large language models (LLMs), and accompanying public engagement on the topic.

Simulator-Free Visual Domain Randomization via Video Games

1 code implementation2 Feb 2024 Chintan Trivedi, Nemanja Rašajski, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis

In a more challenging setting, BehAVE manages to improve the zero-shot transferability of foundation models to unseen FPS games (up to 22%) even when trained on a game of a different genre (Minecraft).

FPS Games Video Understanding

Towards General Game Representations: Decomposing Games Pixels into Content and Style

no code implementations20 Jul 2023 Chintan Trivedi, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis

On-screen game footage contains rich contextual information that players process when playing and experiencing a game.

From the Lab to the Wild: Affect Modeling via Privileged Information

no code implementations18 May 2023 Konstantinos Makantasis, Kosmas Pinitas, Antonios Liapis, Georgios N. Yannakakis

Privileged information enables affect models to be trained across multiple modalities available in a lab, and ignore, without significant performance drops, those modalities that are not available when they operate in the wild.

Controllable Exploration of a Design Space via Interactive Quality Diversity

no code implementations4 Apr 2023 Konstantinos Sfikas, Antonios Liapis, Georgios N. Yannakakis

To address these concerns, we implement a variation of the MAP-Elites algorithm where the presented alternatives are sampled from a small region (window) of the behavioral space.

Architext: Language-Driven Generative Architecture Design

no code implementations13 Mar 2023 Theodoros Galanos, Antonios Liapis, Georgios N. Yannakakis

We conduct a thorough quantitative evaluation of Architext's downstream task performance, focusing on semantic accuracy and diversity for a number of pre-trained language models ranging from 120 million to 6 billion parameters.

valid

The Invariant Ground Truth of Affect

no code implementations14 Oct 2022 Konstantinos Makantasis, Kosmas Pinitas, Antonios Liapis, Georgios N. Yannakakis

In particular, we assume that the ground truth of affect can be found in the causal relationships between elicitation, manifestation and annotation that remain \emph{invariant} across tasks and participants.

Outlier Detection

Open-Ended Evolution for Minecraft Building Generation

no code implementations7 Sep 2022 Matthew Barthet, Antonios Liapis, Georgios N. Yannakakis

To realize this goal we evaluate individuals' novelty in the latent space using a 3D autoencoder, and alternate between phases of exploration and transformation.

Generative Personas That Behave and Experience Like Humans

no code implementations26 Aug 2022 Matthew Barthet, Ahmed Khalifa, Antonios Liapis, Georgios N. Yannakakis

Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large.

Play with Emotion: Affect-Driven Reinforcement Learning

no code implementations26 Aug 2022 Matthew Barthet, Ahmed Khalifa, Antonios Liapis, Georgios N. Yannakakis

According to the proposed paradigm, RL agents learn a policy (i. e. affective interaction) by attempting to maximize a set of rewards (i. e. behavioral and affective patterns) via their experience with their environment (i. e. context).

Decision Making reinforcement-learning +1

Supervised Contrastive Learning for Affect Modelling

1 code implementation25 Aug 2022 Kosmas Pinitas, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis

Affect modeling is viewed, traditionally, as the process of mapping measurable affect manifestations from multiple modalities of user input to affect labels.

Contrastive Learning

Game State Learning via Game Scene Augmentation

no code implementations4 Jul 2022 Chintan Trivedi, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis

Having access to accurate game state information is of utmost importance for any artificial intelligence task including game-playing, testing, player modeling, and procedural content generation.

Contrastive Learning Image Augmentation +1

Revisiting lp-constrained Softmax Loss: A Comprehensive Study

1 code implementation20 Jun 2022 Chintan Trivedi, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis

Normalization is a vital process for any machine learning task as it controls the properties of data and affects model performance at large.

Classification Image Classification

Learning Task-Independent Game State Representations from Unlabeled Images

no code implementations13 Jun 2022 Chintan Trivedi, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis

We train an image encoder with three widely used SSL algorithms using solely the raw frames, and then attempt to recover the internal state variables from the learned representations.

Image Classification Self-Supervised Learning

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.

Evolutionary Algorithms 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.

feature selection

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.

reinforcement-learning Reinforcement Learning (RL)

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 +1

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.

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

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.

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.

Evolutionary Algorithms

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?

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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