43 citations · 62 across the 19 of their papers we have counts for
22 papers · 1 filter
For How Long Should We Be Punching? Learning Action Duration in Fighting Games
Hoang Hai Nguyen, Kurt Driessens, Dennis J. N. J. Soemers
Fighting games such as Street Fighter II present unique challenges to reinforcement learning (RL) agents due to their fast-paced, real-time nature. In most RL frameworks, agents ar…
StratFormer: Adaptive Opponent Modeling and Exploitation in Imperfect-Information Games
Andy Caen, Mark H. M. Winands, Dennis J. N. J. Soemers
We present StratFormer, a transformer-based meta-agent that learns to simultaneously model and exploit opponents in imperfect-information games through a two-phase curriculum. The…
Generalized Proof-Number Monte-Carlo Tree Search
Jakub Kowalski, Dennis J. N. J. Soemers, Szymon Kosakowski +1
This paper presents Generalized Proof-Number Monte-Carlo Tree Search: a generalization of recently proposed combinations of Proof-Number Search (PNS) with Monte-Carlo Tree Search (…
Ludax: A GPU-Accelerated Domain Specific Language for Board Games
Graham Todd, Alexander G. Padula, Dennis J. N. J. Soemers +1
Games have long been used as benchmarks and testing environments for research in artificial intelligence. A key step in supporting this research was the development of game descrip…
A Research Agenda for Usability and Generalisation in Reinforcement Learning
Dennis J. N. J. Soemers, Spyridon Samothrakis, Kurt Driessens +1
It is common practice in reinforcement learning (RL) research to train and deploy agents in bespoke simulators, typically implemented by engineers directly in general-purpose progr…
Enhancements for Real-Time Monte-Carlo Tree Search in General Video Game Playing
Dennis J. N. J. Soemers, Chiara F. Sironi, Torsten Schuster +1
General Video Game Playing (GVGP) is a field of Artificial Intelligence where agents play a variety of real-time video games that are unknown in advance. This limits the use of dom…