activity
20122023
most citedA Bivariate Measure of Redundant Information

216 citations · 396 across the 26 of their papers we have counts for

collaborators

31 papers

cs.AI2023

Exploring Minecraft Settlement Generators with Generative Shift Analysis

Jean-Baptiste Hervé, Oliver Withington, Marion Hervé +2

With growing interest in Procedural Content Generation (PCG) it becomes increasingly important to develop methods and tools for evaluating and comparing alternative systems. There…

cs.MA2023★ 2 cited

The Effect of Noise on the Emergence of Continuous Norms and its Evolutionary Dynamics

Stavros Anagnou, Daniel Polani, Christoph Salge

We examine the effect of noise on societies of agents using an agent-based model of evolutionary norm emergence. Generally, we see that noisy societies are more selfish, smaller an…

cs.AI2022★ 2 cited

Automated Isovist Computation for Minecraft

Jean-Baptiste Hervé, Christoph Salge

Procedural content generation for games is a growing trend in both research and industry, even though there is no consensus of how good content looks, nor how to automatically eval…

cs.AI2022

Reliably Re-Acting to Partner's Actions with the Social Intrinsic Motivation of Transfer Empowerment

Tessa van der Heiden, Herke van Hoof, Efstratios Gavves +1

We consider multi-agent reinforcement learning (MARL) for cooperative communication and coordination tasks. MARL agents can be brittle because they can overfit their training partn…

q-bio.NC2021

Skilled motor control implies a low entropy of states but a high entropy of actions

Nicola Catenacci Volpi, Martin Greaves, Dari Trendafilov +3

The mastery of skills such as playing tennis or balancing an inverted pendulum implies a very accurate control of movements to achieve the task goals. Traditional accounts of skill…

cs.OH2021

Impressions of the GDMC AI Settlement Generation Challenge in Minecraft

Christoph Salge, Claus Aranha, Adrian Brightmoore +15

The GDMC AI settlement generation challenge is a PCG competition about producing an algorithm that can create an "interesting" Minecraft settlement for a given map. This paper cont…

cs.AI2021

Comparing PCG metrics with Human Evaluation in Minecraft Settlement Generation

Jean-Baptiste Hervé, Christoph Salge

There are a range of metrics that can be applied to the artifacts produced by procedural content generation, and several of them come with qualitative claims. In this paper, we ada…

cs.AI2021

The AI Settlement Generation Challenge in Minecraft: First Year Report

Christoph Salge, Michael Cerny Green, Rodrigo Canaan +6

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 inte…

cs.MA2020★ 3 cited

Robust Multi-Agent Reinforcement Learning with Social Empowerment for Coordination and Communication

T. van der Heiden, C. Salge, E. Gavves +1

We consider the problem of robust multi-agent reinforcement learning (MARL) for cooperative communication and coordination tasks. MARL agents, mainly those trained in a centralized…

cs.HC2020★ 48 cited

Warmth and Competence to Predict Human Preference of Robot Behavior in Physical Human-Robot Interaction

Marcus M. Scheunemann, Raymond H. Cuijpers, Christoph Salge

A solid methodology to understand human perception and preferences in human-robot interaction (HRI) is crucial in designing real-world HRI. Social cognition posits that the dimensi…

cs.RO2020★ 6 cited

Human Perception of Intrinsically Motivated Autonomy in Human-Robot Interaction

Marcus M. Scheunemann, Christoph Salge, Daniel Polani +1

A challenge in using robots in human-inhabited environments is to design behavior that is engaging, yet robust to the perturbations induced by human interaction. Our idea is to imb…

cs.LG2019

Superstition in the Network: Deep Reinforcement Learning Plays Deceptive Games

Philip Bontrager, Ahmed Khalifa, Damien Anderson +3

Deep reinforcement learning has learned to play many games well, but failed on others. To better characterize the modes and reasons of failure of deep reinforcement learners, we te…

q-bio.OT2019

Measuring Time with Minimal Clocks

Andrei D. Robu, Christoph Salge, Chrystopher L. Nehaniv +1

Being able to measure time, whether directly or indirectly, is a significant advantage for an organism. It allows for the timely reaction to regular or predicted events, reducing t…

cs.HC2019

Organic Building Generation in Minecraft

Michael Cerny Green, Christoph Salge, Julian Togelius

This paper presents a method for generating floor plans for structures in Minecraft (Mojang 2009). Given a 3D space, it will auto-generate a building to fill that space using a com…

cs.AI2019

The Riddle of Togelby

Daniel Ashlock, Christoph Salge

At the 2017 Artificial and Computational Intelligence in Games meeting at Dagstuhl, Julian Togelius asked how to make spaces where every way of filling in the details yielded a goo…

cs.AI2019★ 4 cited

Automatic Generation of Level Maps with the Do What's Possible Representation

Daniel Ashlock, Christoph Salge

Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the {\em do what's possible} represent…

cs.AI2019★ 7 cited

Generative Design in Minecraft: Chronicle Challenge

Christoph Salge, Christian Guckelsberger, Michael Cerny Green +2

We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft. One of the foci of the overall competition is adaptive procedural…

cs.HC2019★ 7 cited

Intrinsically Motivated Autonomy in Human-Robot Interaction: Human Perception of Predictive Information in Robots

Marcus M. Scheunemann, Christoph Salge, Kerstin Dautenhahn

In this paper we present a fully autonomous and intrinsically motivated robot usable for HRI experiments. We argue that an intrinsically motivated approach based on the Predictive…

cs.AI2019★ 20 cited

Leveling the Playing Field -- Fairness in AI Versus Human Game Benchmarks

Rodrigo Canaan, Christoph Salge, Julian Togelius +1

From the beginning if the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target…

cs.AI2018★ 1 cited

A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarking

Matthew Stephenson, Damien Anderson, Ahmed Khalifa +4

This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms. This method w…

cs.AI2018

Expanding the Active Inference Landscape: More Intrinsic Motivations in the Perception-Action Loop

Martin Biehl, Christian Guckelsberger, Christoph Salge +2

Active inference is an ambitious theory that treats perception, inference and action selection of autonomous agents under the heading of a single principle. It suggests biologicall…

cs.AI2018★ 3 cited

New And Surprising Ways to Be Mean. Adversarial NPCs with Coupled Empowerment Minimisation

Christian Guckelsberger, Christoph Salge, Julian Togelius

Creating Non-Player Characters (NPCs) that can react robustly to unforeseen player behaviour or novel game content is difficult and time-consuming. This hinders the design of belie…

cs.AI2018

Accelerating Empowerment Computation with UCT Tree Search

Christoph Salge, Christian Guckelsberger, Rodrigo Canaan +1

Models of intrinsic motivation present an important means to produce sensible behaviour in the absence of extrinsic rewards. Applications in video games are varied, and range from…

cs.AI2018★ 40 cited

Generative Design in Minecraft (GDMC), Settlement Generation Competition

Christoph Salge, Michael Cerny Green, Rodrigo Canaan +1

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