16 citations · 18 across the 7 of their papers we have counts for
7 papers
RobocupGym: A challenging continuous control benchmark in Robocup
Michael Beukman, Branden Ingram, Geraud Nangue Tasse +2
Reinforcement learning (RL) has progressed substantially over the past decade, with much of this progress being driven by benchmarks. Many benchmarks are focused on video or board…
Dynamics Generalisation in Reinforcement Learning via Adaptive Context-Aware Policies
Michael Beukman, Devon Jarvis, Richard Klein +2
While reinforcement learning has achieved remarkable successes in several domains, its real-world application is limited due to many methods failing to generalise to unfamiliar con…
Hierarchically Composing Level Generators for the Creation of Complex Structures
Michael Beukman, Manuel Fokam, Marcel Kruger +5
Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the c…
Augmentative Topology Agents For Open-Ended Learning
Muhammad Umair Nasir, Michael Beukman, Steven James +1
In this work, we tackle the problem of open-ended learning by introducing a method that simultaneously evolves agents and increasingly challenging environments. Unlike previous ope…
Adaptive Online Value Function Approximation with Wavelets
Michael Beukman, Michael Mitchley, Dean Wookey +2
Using function approximation to represent a value function is necessary for continuous and high-dimensional state spaces. Linear function approximation has desirable theoretical gu…
Procedural Content Generation using Neuroevolution and Novelty Search for Diverse Video Game Levels
Michael Beukman, Christopher W Cleghorn, Steven James
Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios. However, adoption is hindered by…
Towards Objective Metrics for Procedurally Generated Video Game Levels
Michael Beukman, Steven James, Christopher Cleghorn
With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating p…