10 citations · 19 across the 4 of their papers we have counts for
6 papers · 1 filter
Visualising Multiplayer Game Spaces
James Goodman, Diego Perez-Liebana, Simon Lucas
We compare four different `game-spaces' in terms of their usefulness in characterising multi-player tabletop games, with a particular interest in any underlying change to a game's…
AI and Wargaming
James Goodman, Sebastian Risi, Simon Lucas
Recent progress in Game AI has demonstrated that given enough data from human gameplay, or experience gained via simulations, machines can rival or surpass the most skilled human p…
Does it matter how well I know what you're thinking? Opponent Modelling in an RTS game
James Goodman, Simon Lucas
Opponent Modelling tries to predict the future actions of opponents, and is required to perform well in multi-player games. There is a deep literature on learning an opponent model…
Metagame Autobalancing for Competitive Multiplayer Games
Daniel Hernandez, Charles Takashi Toyin Gbadamosi, James Goodman +1
Automated game balancing has often focused on single-agent scenarios. In this paper we present a tool for balancing multi-player games during game design. Our approach requires a d…
Weighting NTBEA for Game AI Optimisation
James Goodman, Simon Lucas
The N-Tuple Bandit Evolutionary Algorithm (NTBEA) has proven very effective in optimising algorithm parameters in Game AI. A potential weakness is the use of a simple average of al…
Re-determinizing Information Set Monte Carlo Tree Search in Hanabi
James Goodman
This technical report documents the winner of the Computational Intelligence in Games(CIG) 2018 Hanabi competition. We introduce Re-determinizing IS-MCTS, a novel extension of Info…