no code implementations • 15 Apr 2024 • Linjie Xu, Zichuan Liu, Alexander Dockhorn, Diego Perez-Liebana, Jinyu Wang, Lei Song, Jiang Bian
One of the notorious issues for Reinforcement Learning (RL) is poor sample efficiency.
1 code implementation • 1 Mar 2024 • Dominik Jeurissen, Diego Perez-Liebana, Jeremy Gow, Duygu Cakmak, James Kwan
In contrast, agents tested in dynamic robot environments face limitations due to simplistic environments with only a few objects and interactions.
1 code implementation • 19 Jul 2023 • Martin Balla, George E. M. Long, Dominik Jeurissen, James Goodman, Raluca D. Gaina, Diego Perez-Liebana
To bridge this gap, we introduce PyTAG, a Python API for interacting with the Tabletop Games framework (TAG).
1 code implementation • 20 May 2022 • Martin Balla, Diego Perez-Liebana
Successor Features (SFs) proposes a mechanism that allows learning policies that are not tied to any particular reward function.
no code implementations • 11 Feb 2022 • James Goodman, Diego Perez-Liebana, Simon Lucas
We compare four different `game-spaces' in terms of their usefulness in characterising multi-player tabletop games, with a particular interest in any underlying change to a game's characteristics as the number of players changes.
1 code implementation • 21 Apr 2021 • Alexander Dockhorn, Jorge Hurtado-Grueso, Dominik Jeurissen, Linjie Xu, Diego Perez-Liebana
Portfolio methods represent a simple but efficient type of action abstraction which has shown to improve the performance of search-based agents in a range of strategy games.
1 code implementation • 17 Apr 2021 • Ercument Ilhan, Jeremy Gow, Diego Perez-Liebana
However, due to the realistic concerns, the number of these interactions is limited with a budget; therefore, it is crucial to perform these in the most appropriate moments.
2 code implementations • 17 Apr 2021 • Ercument Ilhan, Jeremy Gow, Diego Perez-Liebana
Action advising is a peer-to-peer knowledge exchange technique built on the teacher-student paradigm to alleviate the sample inefficiency problem in deep reinforcement learning.
no code implementations • 17 Apr 2021 • Diego Perez-Liebana, Cristina Guerrero-Romero, Alexander Dockhorn, Linjie Xu, Jorge Hurtado, Dominik Jeurissen
Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like strategy games.
1 code implementation • 1 Oct 2020 • Ercument Ilhan, Jeremy Gow, Diego Perez-Liebana
Action advising is a budget-constrained knowledge exchange mechanism between teacher-student peers that can help tackle exploration and sample inefficiency problems in deep reinforcement learning (RL).
1 code implementation • 25 Sep 2020 • Raluca D. Gaina, Martin Balla, Alexander Dockhorn, Raul Montoliu, Diego Perez-Liebana
This document describes the design and implementation of the Tabletop Games framework (TAG), a Java-based benchmark for developing modern board games for AI research.
no code implementations • 11 Sep 2020 • Diego Perez-Liebana, Alexander Dockhorn, Jorge Hurtado Grueso, Dominik Jeurissen
Stratega, a general strategy games framework, has been designed to foster research on computational intelligence for strategy games.
no code implementations • 22 May 2020 • Martin Balla, Simon M. Lucas, Diego Perez-Liebana
This paper focuses on the challenge of the GVGAI learning track in which 3 games are selected and 2 levels are given for training, while 3 hidden levels are left for evaluation.
no code implementations • 14 May 2020 • Diego Perez-Liebana, Muhammad Sajid Alam, Raluca D. Gaina
This paper presents a new Statistical Forward Planning (SFP) method, Rolling Horizon NeuroEvolution of Augmenting Topologies (rhNEAT).
no code implementations • 12 May 2020 • Brandon Houghton, Stephanie Milani, Nicholay Topin, William Guss, Katja Hofmann, Diego Perez-Liebana, Manuela Veloso, Ruslan Salakhutdinov
To encourage the development of methods with reproducible and robust training behavior, we propose a challenge paradigm where competitors are evaluated directly on the performance of their learning procedures rather than pre-trained agents.
1 code implementation • 27 Mar 2020 • Raluca D. Gaina, Sam Devlin, Simon M. Lucas, Diego Perez-Liebana
Game-playing Evolutionary Algorithms, specifically Rolling Horizon Evolutionary Algorithms, have recently managed to beat the state of the art in win rate across many video games.
1 code implementation • 1 Sep 2019 • Alexander Dockhorn, Simon M. Lucas, Vanessa Volz, Ivan Bravi, Raluca D. Gaina, Diego Perez-Liebana
This paper examines learning approaches for forward models based on local cell transition functions.
no code implementations • 12 Jun 2019 • Ahmed Khalifa, Michael Cerny Green, Diego Perez-Liebana, Julian Togelius
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition.
no code implementations • 10 Jun 2019 • Raluca D. Gaina, Simon M. Lucas, Diego Perez-Liebana
Similarly, AI game-players are run once on a game (or maybe for longer periods of time, in the case of learning algorithms which need some, still limited, period for training), and they cease to exist once the game ends.
no code implementations • 26 May 2019 • Damien Anderson, Cristina Guerrero-Romero, Diego Perez-Liebana, Philip Rodgers, John Levine
Ensemble Decision Systems offer a unique form of decision making that allows a collection of algorithms to reason together about a problem.
no code implementations • 19 Apr 2019 • Ercüment İlhan, Jeremy Gow, Diego Perez-Liebana
Deep Reinforcement Learning (RL) algorithms can solve complex sequential decision tasks successfully.
Multi-agent Reinforcement Learning reinforcement-learning +1
1 code implementation • 3 Apr 2019 • Ivan Bravi, Simon Lucas, Diego Perez-Liebana, Jialin Liu
Game-based benchmarks have been playing an essential role in the development of Artificial Intelligence (AI) techniques.
no code implementations • 29 Mar 2019 • Simon M. Lucas, Alexander Dockhorn, Vanessa Volz, Chris Bamford, Raluca D. Gaina, Ivan Bravi, Diego Perez-Liebana, Sanaz Mostaghim, Rudolf Kruse
This paper investigates the effect of learning a forward model on the performance of a statistical forward planning agent.
2 code implementations • 23 Jan 2019 • Diego Perez-Liebana, Katja Hofmann, Sharada Prasanna Mohanty, Noburu Kuno, Andre Kramer, Sam Devlin, Raluca D. Gaina, Daniel Ionita
Learning in multi-agent scenarios is a fruitful research direction, but current approaches still show scalability problems in multiple games with general reward settings and different opponent types.
Multi-agent Reinforcement Learning reinforcement-learning +1
1 code implementation • 3 Jan 2019 • Simon M. Lucas, Jialin Liu, Ivan Bravi, Raluca D. Gaina, John Woodward, Vanessa Volz, Diego Perez-Liebana
This paper introduces a simple and fast variant of Planet Wars as a test-bed for statistical planning based Game AI agents, and for noisy hyper-parameter optimisation.
2 code implementations • 6 Jun 2018 • Ruben Rodriguez Torrado, Philip Bontrager, Julian Togelius, Jialin Liu, Diego Perez-Liebana
In this paper, we describe how we interface GVGAI to the OpenAI Gym environment, a widely used way of connecting agents to reinforcement learning problems.
1 code implementation • 4 Jun 2018 • Ivan Bravi, Jialin Liu, Diego Perez-Liebana, Simon Lucas
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms.
1 code implementation • 28 Feb 2018 • Diego Perez-Liebana, Jialin Liu, Ahmed Khalifa, Raluca D. Gaina, Julian Togelius, Simon M. Lucas
In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods with potentially infinity of games created using Video Game Description Language (VGDL).
4 code implementations • 16 Feb 2018 • Simon M. Lucas, Jialin Liu, Diego Perez-Liebana
This paper describes the N-Tuple Bandit Evolutionary Algorithm (NTBEA), an optimisation algorithm developed for noisy and expensive discrete (combinatorial) optimisation problems.
no code implementations • 24 Apr 2017 • Raluca D. Gaina, Jialin Liu, Simon M. Lucas, Diego Perez-Liebana
Monte Carlo Tree Search techniques have generally dominated General Video Game Playing, but recent research has started looking at Evolutionary Algorithms and their potential at matching Tree Search level of play or even outperforming these methods.
no code implementations • 24 Apr 2017 • Joseph Walton-Rivers, Piers R. Williams, Richard Bartle, Diego Perez-Liebana, Simon M. Lucas
Agent modelling involves considering how other agents will behave, in order to influence your own actions.
no code implementations • 23 Apr 2017 • Kamolwan Kunanusont, Simon M. Lucas, Diego Perez-Liebana
General Video Game Artificial Intelligence is a general game playing framework for Artificial General Intelligence research in the video-games domain.
no code implementations • 23 Apr 2017 • Rauca D. Gaina, Simon M. Lucas, Diego Perez-Liebana
While Monte Carlo Tree Search and closely related methods have dominated General Video Game Playing, recent research has demonstrated the promise of Rolling Horizon Evolutionary Algorithms as an interesting alternative.
no code implementations • 18 Mar 2017 • Jialin Liu, Julian Togelius, Diego Perez-Liebana, Simon M. Lucas
The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games.
2 code implementations • 18 Mar 2017 • Kamolwan Kunanusont, Raluca D. Gaina, Jialin Liu, Diego Perez-Liebana, Simon M. Lucas
This paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game Design.
no code implementations • 8 Sep 2016 • Piers R. Williams, Diego Perez-Liebana, Simon M. Lucas
This paper introduces the revival of the popular Ms. Pac-Man Versus Ghost Team competition.