activity
20182026
most citedLudii -- The Ludemic General Game System

27 citations · 66 across the 29 of their papers we have counts for

collaborators

36 papers

cs.RO2026

Evidence-Gated Task and Motion Planning with Vision-Language Models

Tsunehiko Tanaka, Matthew Stephenson, Alistair Macvicar +1

Robots executing long-horizon manipulation tasks from natural-language instructions must reason about both semantic task structure and geometric feasibility. However, under partial…

cs.LG2025

Best Agent Identification for General Game Playing

Matthew Stephenson, Alex Newcombe, Eric Piette +1

We present an efficient and generalised procedure to accurately identify the best (or near best) performing algorithm for each sub-task in a multi-problem domain. Our approach trea…

econ.TH2025

An Ambiguous State Machine

Matt Stephenson

We show that a replicated state machine (such as a blockchain protocol) can retain liveness in a strategic setting even while facing substantial ambiguity over certain events. This…

econ.TH2025

NDAI Agreements

Matthew Stephenson, Andrew Miller, Xyn Sun +2

We study a fundamental challenge in the economics of innovation: an inventor must reveal details of a new idea to secure compensation or funding, yet such disclosure risks expropri…

cs.RO2025

Towards Bio-inspired Heuristically Accelerated Reinforcement Learning for Adaptive Underwater Multi-Agents Behaviour

Antoine Vivien, Thomas Chaffre, Matthew Stephenson +4

This paper describes the problem of coordination of an autonomous Multi-Agent System which aims to solve the coverage planning problem in a complex environment. The considered appl…

cs.AI2024

GAVEL: Generating Games Via Evolution and Language Models

Graham Todd, Alexander Padula, Matthew Stephenson +3

Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large s…

cs.AI2023

Cooperative AI via Decentralized Commitment Devices

Xinyuan Sun, Davide Crapis, Matt Stephenson +3

Credible commitment devices have been a popular approach for robust multi-agent coordination. However, existing commitment mechanisms face limitations like privacy, integrity, and…

cs.LG2023

Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds

Frederic Abraham, Matthew Stephenson

This paper investigates the suitability of using Generative Adversarial Networks (GANs) to generate stable structures for the physics-based puzzle game Angry Birds. While previous…

cs.AI2023

Physics-Based Task Generation through Causal Sequence of Physical Interactions

Chathura Gamage, Vimukthini Pinto, Matthew Stephenson +1

Performing tasks in a physical environment is a crucial yet challenging problem for AI systems operating in the real world. Physics simulation-based tasks are often employed to fac…

cs.AI2023★ 1 cited

NovPhy: A Testbed for Physical Reasoning in Open-world Environments

Chathura Gamage, Vimukthini Pinto, Cheng Xue +4

Due to the emergence of AI systems that interact with the physical environment, there is an increased interest in incorporating physical reasoning capabilities into those AI system…

cs.AI2023

Measuring Board Game Distance

Matthew Stephenson, Dennis J. N. J. Soemers, Éric Piette +1

This paper presents a general approach for measuring distances between board games within the Ludii general game system. These distances are calculated using a previously published…

cs.AI2022★ 1 cited

The Ludii Game Description Language is Universal

Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson +1

There are several different game description languages (GDLs), each intended to allow wide ranges of arbitrary games (i.e., general games) to be described in a single higher-level…

cs.AI2022

Spatial State-Action Features for General Games

Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson +1

In many board games and other abstract games, patterns have been used as features that can guide automated game-playing agents. Such patterns or features often represent particular…

cs.AI2021

General Board Geometry

Cameron Browne, Éric Piette, Matthew Stephenson +1

Game boards are described in the Ludii general game system by their underlying graphs, based on tiling, shape and graph operators, with the automatic detection of important propert…

cs.AI2021

Optimised Playout Implementations for the Ludii General Game System

Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson +1

This paper describes three different optimised implementations of playouts, as commonly used by game-playing algorithms such as Monte-Carlo Tree Search. Each of the optimised imple…

cs.AI2021

Automatic Generation of Board Game Manuals

Matthew Stephenson, Eric Piette, Dennis J. N. J. Soemers +1

In this paper we present a process for automatically generating manuals for board games within the Ludii general game system. This process requires many different sub-tasks to be a…

cs.AI2021

General Board Game Concepts

Éric Piette, Matthew Stephenson, Dennis J. N. J. Soemers +1

Many games often share common ideas or aspects between them, such as their rules, controls, or playing area. However, in the context of General Game Playing (GGP) for board games,…

cs.AI2021

Deceptive Level Generation for Angry Birds

Chathura Gamage, Matthew Stephenson, Vimukthini Pinto +1

The Angry Birds AI competition has been held over many years to encourage the development of AI agents that can play Angry Birds game levels better than human players. Many differe…

cs.AI2021

General Game Heuristic Prediction Based on Ludeme Descriptions

Matthew Stephenson, Dennis J. N. J. Soemers, Eric Piette +1

This paper investigates the performance of different general-game-playing heuristics for games in the Ludii general game system. Based on these results, we train several regression…

cs.LG2021★ 5 cited

Transfer of Fully Convolutional Policy-Value Networks Between Games and Game Variants

Dennis J. N. J. Soemers, Vegard Mella, Eric Piette +3

In this paper, we use fully convolutional architectures in AlphaZero-like self-play training setups to facilitate transfer between variants of board games as well as distinct games…

cs.LG2020

Manipulating the Distributions of Experience used for Self-Play Learning in Expert Iteration

Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson +1

Expert Iteration (ExIt) is an effective framework for learning game-playing policies from self-play. ExIt involves training a policy to mimic the search behaviour of a tree search…

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…

cs.AI2019

Ludii as a Competition Platform

Matthew Stephenson, Éric Piette, Dennis J. N. J. Soemers +1

Ludii is a general game system being developed as part of the ERC-funded Digital Ludeme Project (DLP). While its primary aim is to model, play, and analyse the full range of tradit…

cs.AI2019

Ludii and XCSP: Playing and Solving Logic Puzzles

Cédric Piette, Éric Piette, Matthew Stephenson +2

Many of the famous single-player games, commonly called puzzles, can be shown to be NP-Complete. Indeed, this class of complexity contains hundreds of puzzles, since people particu…