9 papers
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…
Best Agent Identification for General Game Playing
Matthew Stephenson, Alex Newcombe, Eric Piette +1
We present an efficient and generalised procedure to accurately identify the best (or near best) performing algorithm for each sub-task in a multi-problem domain. Our approach trea…
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…
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 (…