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
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30 papers · 1 filter

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.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…

cs.AI2020

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…

cs.AI2020

Rinascimento: using event-value functions for playing Splendor

Ivan Bravi, Simon Lucas

In the realm of games research, Artificial General Intelligence algorithms often use score as main reward signal for learning or playing actions. However this has shown its severe…