Search Results for author: Rodrigo Canaan

Found 12 papers, 2 papers with code

The AI Settlement Generation Challenge in Minecraft: First Year Report

no code implementations27 Mar 2021 Christoph Salge, Michael Cerny Green, Rodrigo Canaan, Filip Skwarski, Rafael Fritsch, Adrian Brightmoore, Shaofang Ye, Changxing Cao, Julian Togelius

This article outlines what we learned from the first year of the AI Settlement Generation Competition in Minecraft, a competition about producing AI programs that can generate interesting settlements in Minecraft for an unseen map.

Game Mechanic Alignment Theory and Discovery

no code implementations20 Feb 2021 Michael Cerny Green, Ahmed Khalifa, Philip Bontrager, Rodrigo Canaan, Julian Togelius

We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations.

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.

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.

Evolving the Hearthstone Meta

no code implementations2 Jul 2019 Fernando de Mesentier Silva, Rodrigo Canaan, Scott Lee, Matthew C. Fontaine, Julian Togelius, Amy K. Hoover

Balancing an ever growing strategic game of high complexity, such as Hearthstone is a complex task.

Generative Design in Minecraft: Chronicle Challenge

no code implementations14 May 2019 Christoph Salge, Christian Guckelsberger, Michael Cerny Green, Rodrigo Canaan, Julian Togelius

We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft.

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?

Generative Design in Minecraft (GDMC), Settlement Generation Competition

no code implementations27 Mar 2018 Christoph Salge, Michael Cerny Green, Rodrigo Canaan, Julian Togelius

This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge.

Accelerating Empowerment Computation with UCT Tree Search

no code implementations27 Mar 2018 Christoph Salge, Christian Guckelsberger, Rodrigo Canaan, Tobias Mahlmann

Models of intrinsic motivation present an important means to produce sensible behaviour in the absence of extrinsic rewards.

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