activity
20062023
most citedTile Pattern KL-Divergence for Analysing and Evolving Game Levels

34 citations · 94 across the 29 of their papers we have counts for

collaborators

43 papers

cs.LG2023★ 1 cited

Joint action loss for proximal policy optimization

Xiulei Song, Yizhao Jin, Greg Slabaugh +1

PPO (Proximal Policy Optimization) is a state-of-the-art policy gradient algorithm that has been successfully applied to complex computer games such as Dota 2 and Honor of Kings. I…

cs.AI2022★ 4 cited

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…

cs.LG2021

Predictive Control Using Learned State Space Models via Rolling Horizon Evolution

Alvaro Ovalle, Simon M. Lucas

A large part of the interest in model-based reinforcement learning derives from the potential utility to acquire a forward model capable of strategic long term decision making. Ass…

cs.AI2021★ 1 cited

Rinascimento: searching the behaviour space of Splendor

Ivan Bravi, Simon Lucas

The use of Artificial Intelligence (AI) for play-testing is still on the sidelines of main applications of AI in games compared to performance-oriented game-playing. One of the mai…

cs.AI2020

Griddly: A platform for AI research in games

Chris Bamford, Shengyi Huang, Simon Lucas

In recent years, there have been immense breakthroughs in Game AI research, particularly with Reinforcement Learning (RL). Despite their success, the underlying games are usually i…

cs.AI2020★ 5 cited

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…