34 citations · 94 across the 29 of their papers we have counts for
30 papers · 1 filter
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…
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…
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…
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…
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…
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…