activity
20172023
most citedCovariance Matrix Adaptation for the Rapid Illumination of Behavior Space

121 citations · 218 across the 8 of their papers we have counts for

collaborators

11 papers

cs.NE2023★ 63 cited

Language Model Crossover: Variation through Few-Shot Prompting

Elliot Meyerson, Mark J. Nelson, Herbie Bradley +4

This paper pursues the insight that language models naturally enable an intelligent variation operator similar in spirit to evolutionary crossover. In particular, language models o…

cs.AI2022★ 1 cited

Watts: Infrastructure for Open-Ended Learning

Aaron Dharna, Charlie Summers, Rohin Dasari +2

This paper proposes a framework called Watts for implementing, comparing, and recombining open-ended learning (OEL) algorithms. Motivated by modularity and algorithmic flexibility,…

cs.AI2022

Transfer Dynamics in Emergent Evolutionary Curricula

Aaron Dharna, Amy K Hoover, Julian Togelius +1

PINSKY is a system for open-ended learning through neuroevolution in game-based domains. It builds on the Paired Open-Ended Trailblazer (POET) system, which originally explored lea…

cs.NE2021★ 22 cited

Deep Surrogate Assisted MAP-Elites for Automated Hearthstone Deckbuilding

Yulun Zhang, Matthew C. Fontaine, Amy K. Hoover +1

We study the problem of efficiently generating high-quality and diverse content in games. Previous work on automated deckbuilding in Hearthstone shows that the quality diversity al…

cs.AI2020★ 3 cited

Video Game Level Repair via Mixed Integer Linear Programming

Hejia Zhang, Matthew C. Fontaine, Amy K. Hoover +3

Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. Howe…

cs.AI2020★ 8 cited

Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network

Matthew C. Fontaine, Ruilin Liu, Ahmed Khalifa +4

Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar…

cs.LG2019★ 121 cited

Covariance Matrix Adaptation for the Rapid Illumination of Behavior Space

Matthew C. Fontaine, Julian Togelius, Stefanos Nikolaidis +1

We focus on the challenge of finding a diverse collection of quality solutions on complex continuous domains. While quality diver-sity (QD) algorithms like Novelty Search with Loca…

cs.AI2019

The Many AI Challenges of Hearthstone

Amy K. Hoover, Julian Togelius, Scott Lee +1

Games have benchmarked AI methods since the inception of the field, with classic board games such as Chess and Go recently leaving room for video games with related yet different s…

cs.AI2019

Evolving the Hearthstone Meta

Fernando de Mesentier Silva, Rodrigo Canaan, Scott Lee +3

Balancing an ever growing strategic game of high complexity, such as Hearthstone is a complex task. The target of making strategies diverse and customizable results in a delicate i…

cs.NE2019

Mapping Hearthstone Deck Spaces through MAP-Elites with Sliding Boundaries

Matthew C. Fontaine, Scott Lee, L. B. Soros +3

Quality diversity (QD) algorithms such as MAP-Elites have emerged as a powerful alternative to traditional single-objective optimization methods. They were initially applied to evo…

cs.AI2017

Procedural Content Generation via Machine Learning (PCGML)

Adam Summerville, Sam Snodgrass, Matthew Guzdial +5

This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content…