27 citations · 66 across the 29 of their papers we have counts for
11 papers · 1 filter
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…
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…
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…
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…
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…
"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…
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…
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…
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…
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…
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…