52 citations · 65 across the 18 of their papers we have counts for
24 papers
Game-Agnostic Value Functions through Automatic JSON Feature Extraction
Dien Nguyen, Diego Perez-Liebana
JSON Bag-of-Tokens (JSON-Bag) is a recently proposed method to generically represent game trajectories by tokenizing their JSON descriptions. We introduce JSON-Bag VF, a game-agnos…
JSON-Bag: A generic game trajectory representation
Dien Nguyen, Diego Perez-Liebana, Simon Lucas
We introduce JSON Bag-of-Tokens model (JSON-Bag) as a method to generically represent game trajectories by tokenizing their JSON descriptions and apply Jensen-Shannon distance (JSD…
Seeding for Success: Skill and Stochasticity in Tabletop Games
James Goodman, Diego Perez-Liebana, Simon Lucas
Games often incorporate random elements in the form of dice or shuffled card decks. This randomness is a key contributor to the player experience and the variety of game situations…
From Code to Play: Benchmarking Program Search for Games Using Large Language Models
Manuel Eberhardinger, James Goodman, Alexander Dockhorn +5
Large language models (LLMs) have shown impressive capabilities in generating program code, opening exciting opportunities for applying program synthesis to games. In this work, we…
Strategy Game-Playing with Size-Constrained State Abstraction
Linjie Xu, Diego Perez-Liebana, Alexander Dockhorn
Playing strategy games is a challenging problem for artificial intelligence (AI). One of the major challenges is the large search space due to a diverse set of game components. In…
PyTAG: Tabletop Games for Multi-Agent Reinforcement Learning
Martin Balla, George E. M. Long, James Goodman +2
Modern Tabletop Games present various interesting challenges for Multi-agent Reinforcement Learning. In this paper, we introduce PyTAG, a new framework that supports interacting wi…
Playing NetHack with LLMs: Potential & Limitations as Zero-Shot Agents
Dominik Jeurissen, Diego Perez-Liebana, Jeremy Gow +2
Large Language Models (LLMs) have shown great success as high-level planners for zero-shot game-playing agents. However, these agents are primarily evaluated on Minecraft, where lo…
PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games
Martin Balla, George E. M. Long, Dominik Jeurissen +3
In recent years, Game AI research has made important breakthroughs using Reinforcement Learning (RL). Despite this, RL for modern tabletop games has gained little to no attention,…
Visualising Multiplayer Game Spaces
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…
Generating Diverse and Competitive Play-Styles for Strategy Games
Diego Perez-Liebana, Cristina Guerrero-Romero, Alexander Dockhorn +3
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 commu…
Design and Implementation of TAG: A Tabletop Games Framework
Raluca D. Gaina, Martin Balla, Alexander Dockhorn +2
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. TAG provides…
TotalBotWar: A New Pseudo Real-time Multi-action Game Challenge and Competition for AI
Alejandro Estaben, César Díaz, Raul Montoliu +1
This paper presents TotalBotWar, a new pseudo real-time multi-action challenge for game AI, as well as some initial experiments that benchmark the framework with different agents.…
Evaluating Generalisation in General Video Game Playing
Martin Balla, Simon M. Lucas, Diego Perez-Liebana
The General Video Game Artificial Intelligence (GVGAI) competition has been running for several years with various tracks. This paper focuses on the challenge of the GVGAI learning…
Rolling Horizon NEAT for General Video Game Playing
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). Unlike traditional Rolling Horizon Evolution,…
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
Raluca D. Gaina, Sam Devlin, Simon M. Lucas +1
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.…
General Video Game Rule Generation
Ahmed Khalifa, Michael Cerny Green, Diego Perez-Liebana +1
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…
Project Thyia: A Forever Gameplayer
Raluca D. Gaina, Simon M. Lucas, Diego Perez-Liebana
The space of Artificial Intelligence entities is dominated by conversational bots. Some of them fit in our pockets and we take them everywhere we go, or allow them to be a part of…
Ensemble Decision Systems for General Video Game Playing
Damien Anderson, Cristina Guerrero-Romero, Diego Perez-Liebana +2
Ensemble Decision Systems offer a unique form of decision making that allows a collection of algorithms to reason together about a problem. Each individual algorithm has its own in…
A Local Approach to Forward Model Learning: Results on the Game of Life Game
Simon M. Lucas, Alexander Dockhorn, Vanessa Volz +6
This paper investigates the effect of learning a forward model on the performance of a statistical forward planning agent. We transform Conway's Game of Life simulation into a sing…
The Multi-Agent Reinforcement Learning in MalmÖ (MARLÖ) Competition
Diego Perez-Liebana, Katja Hofmann, Sharada Prasanna Mohanty +5
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 differ…
Deep Reinforcement Learning for General Video Game AI
Ruben Rodriguez Torrado, Philip Bontrager, Julian Togelius +2
The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-spec…
General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms
Diego Perez-Liebana, Jialin Liu, Ahmed Khalifa +3
General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI)…
Efficient Noisy Optimisation with the Sliding Window Compact Genetic Algorithm
Simon M. Lucas, Jialin Liu, Diego Pérez-Liébana
The compact genetic algorithm is an Estimation of Distribution Algorithm for binary optimisation problems. Unlike the standard Genetic Algorithm, no cross-over or mutation is invol…
Evaluating Noisy Optimisation Algorithms: First Hitting Time is Problematic
Simon M. Lucas, Jialin Liu, Diego Pérez-Liébana
A key part of any evolutionary algorithm is fitness evaluation. When fitness evaluations are corrupted by noise, as happens in many real-world problems as a consequence of various…