activity
20242026
collaborators
Showing cs.AIShow all

11 papers · 1 filter

cs.AI2026

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…

cs.AI2026

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…

cs.AI2026

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…

cs.AI2025

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…

cs.AI2025

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 (…

cs.AI2024

GAVEL: Generating Games Via Evolution and Language Models

Graham Todd, Alexander Padula, Matthew Stephenson +3

Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large s…