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20182026
most citedAgent-Based Adaptive Level Generation for Dynamic Difficulty Adjustment in Angry Birds

6 citations · 15 across the 17 of their papers we have counts for

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5 papers · 1 filter

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…

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.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.LG20195 cited

Learning Policies from Self-Play with Policy Gradients and MCTS Value Estimates

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

In recent years, state-of-the-art game-playing agents often involve policies that are trained in self-playing processes where Monte Carlo tree search (MCTS) algorithms and trained…