Search Results for author: Matthew Stephenson

Found 29 papers, 7 papers with code

Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds

1 code implementation5 Sep 2023 Frederic Abraham, Matthew Stephenson

This paper investigates the suitability of using Generative Adversarial Networks (GANs) to generate stable structures for the physics-based puzzle game Angry Birds.

Physics-Based Task Generation through Causal Sequence of Physical Interactions

no code implementations5 Aug 2023 Chathura Gamage, Vimukthini Pinto, Matthew Stephenson, Jochen Renz

We believe that the tasks generated using our proposed methodology can facilitate a nuanced evaluation of physical reasoning agents, thus paving the way for the development of agents for more sophisticated real-world applications.

NovPhy: A Testbed for Physical Reasoning in Open-world Environments

1 code implementation3 Mar 2023 Chathura Gamage, Vimukthini Pinto, Cheng Xue, Peng Zhang, Ekaterina Nikonova, Matthew Stephenson, Jochen Renz

But is it enough to only have physical reasoning capabilities to operate in a real physical environment?

Measuring Board Game Distance

no code implementations10 Jan 2023 Matthew Stephenson, Dennis J. N. J. Soemers, Éric Piette, Cameron Browne

This paper presents a general approach for measuring distances between board games within the Ludii general game system.

Board Games

The Ludii Game Description Language is Universal

no code implementations1 May 2022 Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Cameron Browne

There are several different game description languages (GDLs), each intended to allow wide ranges of arbitrary games (i. e., general games) to be described in a single higher-level language than general-purpose programming languages.

Spatial State-Action Features for General Games

no code implementations17 Jan 2022 Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Cameron Browne

In many board games and other abstract games, patterns have been used as features that can guide automated game-playing agents.

Game of Go

General Board Geometry

1 code implementation22 Nov 2021 Cameron Browne, Éric Piette, Matthew Stephenson, Dennis J. N. J. Soemers

Game boards are described in the Ludii general game system by their underlying graphs, based on tiling, shape and graph operators, with the automatic detection of important properties such as topological relationships between graph elements, directions and radial step sequences.

Optimised Playout Implementations for the Ludii General Game System

no code implementations4 Nov 2021 Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Cameron Browne

This paper describes three different optimised implementations of playouts, as commonly used by game-playing algorithms such as Monte-Carlo Tree Search.

Automatic Generation of Board Game Manuals

no code implementations20 Sep 2021 Matthew Stephenson, Eric Piette, Dennis J. N. J. Soemers, Cameron Browne

In this paper we present a process for automatically generating manuals for board games within the Ludii general game system.

Board Games Translation

General Board Game Concepts

no code implementations2 Jul 2021 Éric Piette, Matthew Stephenson, Dennis J. N. J. Soemers, Cameron Browne

Many games often share common ideas or aspects between them, such as their rules, controls, or playing area.

Board Games Recommendation Systems

The Difficulty of Novelty Detection in Open-World Physical Domains: An Application to Angry Birds

no code implementations16 Jun 2021 Vimukthini Pinto, Cheng Xue, Chathura Nagoda Gamage, Matthew Stephenson, Jochen Renz

Therefore, to accurately evaluate the novelty detection capability of AI systems, it is necessary to investigate how difficult it may be to detect different types of novelty.

Novelty Detection

Deceptive Level Generation for Angry Birds

no code implementations3 Jun 2021 Chathura Gamage, Matthew Stephenson, Vimukthini Pinto, Jochen Renz

The Angry Birds AI competition has been held over many years to encourage the development of AI agents that can play Angry Birds game levels better than human players.

General Game Heuristic Prediction Based on Ludeme Descriptions

no code implementations26 May 2021 Matthew Stephenson, Dennis J. N. J. Soemers, Eric Piette, Cameron Browne

This paper investigates the performance of different general-game-playing heuristics for games in the Ludii general game system.

regression

Transfer of Fully Convolutional Policy-Value Networks Between Games and Game Variants

no code implementations24 Feb 2021 Dennis J. N. J. Soemers, Vegard Mella, Eric Piette, Matthew Stephenson, Cameron Browne, Olivier Teytaud

In this paper, we use fully convolutional architectures in AlphaZero-like self-play training setups to facilitate transfer between variants of board games as well as distinct games.

Board Games Transfer Learning

Manipulating the Distributions of Experience used for Self-Play Learning in Expert Iteration

1 code implementation30 May 2020 Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Cameron Browne

ExIt involves training a policy to mimic the search behaviour of a tree search algorithm - such as Monte-Carlo tree search - and using the trained policy to guide it.

Board Games

An Overview of the Ludii General Game System

no code implementations29 Jun 2019 Matthew Stephenson, Éric Piette, Dennis J. N. J. Soemers, Cameron Browne

The Digital Ludeme Project (DLP) aims to reconstruct and analyse over 1000 traditional strategy games using modern techniques.

Ludii and XCSP: Playing and Solving Logic Puzzles

no code implementations29 Jun 2019 Cédric Piette, Éric Piette, Matthew Stephenson, Dennis J. N. J. Soemers, Cameron Browne

Many of the famous single-player games, commonly called puzzles, can be shown to be NP-Complete.

Ludii as a Competition Platform

no code implementations29 Jun 2019 Matthew Stephenson, Éric Piette, Dennis J. N. J. Soemers, Cameron Browne

Ludii is a general game system being developed as part of the ERC-funded Digital Ludeme Project (DLP).

An Empirical Evaluation of Two General Game Systems: Ludii and RBG

no code implementations29 Jun 2019 Éric Piette, Matthew Stephenson, Dennis J. N. J. Soemers, Cameron Browne

Although General Game Playing (GGP) systems can facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often computationally inefficient and somewhat specialised to a specific class of games.

Vocal Bursts Valence Prediction

"Did You Hear That?" Learning to Play Video Games from Audio Cues

no code implementations10 Jun 2019 Raluca D. Gaina, Matthew Stephenson

Game-playing AI research has focused for a long time on learning to play video games from visual input or symbolic information.

Navigate Q-Learning

Foundations of Digital Archæoludology

no code implementations31 May 2019 Cameron Browne, Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Michael Conrad, Walter Crist, Thierry Depaulis, Eddie Duggan, Fred Horn, Steven Kelk, Simon M. Lucas, João Pedro Neto, David Parlett, Abdallah Saffidine, Ulrich Schädler, Jorge Nuno Silva, Alex de Voogt, Mark H. M. Winands

Digital Archaeoludology (DAL) is a new field of study involving the analysis and reconstruction of ancient games from incomplete descriptions and archaeological evidence using modern computational techniques.

Cultural Vocal Bursts Intensity Prediction

Using Restart Heuristics to Improve Agent Performance in Angry Birds

1 code implementation30 May 2019 Tommy Liu, Jochen Renz, Peng Zhang, Matthew Stephenson

Over the past few years the Angry Birds AI competition has been held in an attempt to develop intelligent agents that can successfully and efficiently solve levels for the video game Angry Birds.

Learning Policies from Self-Play with Policy Gradients and MCTS Value Estimates

no code implementations14 May 2019 Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Cameron Browne

In recent years, state-of-the-art game-playing agents often involve policies that are trained in self-playing processes where Monte Carlo tree search (MCTS) algorithms and trained policies iteratively improve each other.

Board Games

Ludii -- The Ludemic General Game System

1 code implementation13 May 2019 Éric Piette, Dennis J. N. J. Soemers, Matthew Stephenson, Chiara F. Sironi, Mark H. M. Winands, Cameron Browne

While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialised and computationally inefficient.

Agent-Based Adaptive Level Generation for Dynamic Difficulty Adjustment in Angry Birds

no code implementations7 Feb 2019 Matthew Stephenson, Jochen Renz

This paper presents an adaptive level generation algorithm for the physics-based puzzle game Angry Birds.

A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarking

1 code implementation9 Sep 2018 Matthew Stephenson, Damien Anderson, Ahmed Khalifa, John Levine, Jochen Renz, Julian Togelius, Christoph Salge

This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms.

Benchmarking

The 2017 AIBIRDS Competition

no code implementations14 Mar 2018 Matthew Stephenson, Jochen Renz, Xiaoyu Ge, Peng Zhang

This paper presents an overview of the sixth AIBIRDS competition, held at the 26th International Joint Conference on Artificial Intelligence.

Deceptive Games

no code implementations31 Jan 2018 Damien Anderson, Matthew Stephenson, Julian Togelius, Christian Salge, John Levine, Jochen Renz

Deceptive games are games where the reward structure or other aspects of the game are designed to lead the agent away from a globally optimal policy.

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