activity
20182026
most citedLudii -- The Ludemic General Game System

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

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Showing 2019Show all

11 papers · 1 filter

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…

cs.AI2019

An Empirical Evaluation of Two General Game Systems: Ludii and RBG

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

Although General Game Playing (GGP) systems can facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often computationally inefficient and somewhat…

cs.AI2019

An Overview of the Ludii General Game System

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

The Digital Ludeme Project (DLP) aims to reconstruct and analyse over 1000 traditional strategy games using modern techniques. One of the key aspects of this project is the develop…

cs.AI2019

"Did You Hear That?" Learning to Play Video Games from Audio Cues

Raluca D. Gaina, Matthew Stephenson

Game-playing AI research has focused for a long time on learning to play video games from visual input or symbolic information. However, humans benefit from a wider array of sensor…

cs.AI2019★ 3 cited

Foundations of Digital Archæoludology

Cameron Browne, Dennis J. N. J. Soemers, Éric Piette +15

Digital Archaeoludology (DAL) is a new field of study involving the analysis and reconstruction of ancient games from incomplete descriptions and archaeological evidence using mode…

cs.AI2019★ 1 cited

Using Restart Heuristics to Improve Agent Performance in Angry Birds

Tommy Liu, Jochen Renz, Peng Zhang +1

Over the past few years the Angry Birds AI competition has been held in an attempt to develop intelligent agents that can successfully and efficiently solve levels for the video ga…

cs.LG2019★ 5 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…

cs.AI2019★ 27 cited

Ludii -- The Ludemic General Game System

Éric Piette, Dennis J. N. J. Soemers, Matthew Stephenson +3

While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialised and computationall…

cs.AI2019★ 6 cited

Agent-Based Adaptive Level Generation for Dynamic Difficulty Adjustment in Angry Birds

Matthew Stephenson, Jochen Renz

This paper presents an adaptive level generation algorithm for the physics-based puzzle game Angry Birds. The proposed algorithm is based on a pre-existing level generator for this…