1 code implementation • 5 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.
no code implementations • 5 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.
1 code implementation • 3 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?
no code implementations • 10 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.
no code implementations • 1 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.
no code implementations • 17 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.
1 code implementation • 22 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.
no code implementations • 4 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.
no code implementations • 20 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.
no code implementations • 2 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.
no code implementations • 16 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.
no code implementations • 3 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.
no code implementations • 26 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.
no code implementations • 24 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.
1 code implementation • 30 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.
no code implementations • 12 Aug 2019 • Philip Bontrager, Ahmed Khalifa, Damien Anderson, Matthew Stephenson, Christoph Salge, Julian Togelius
Deep reinforcement learning has learned to play many games well, but failed on others.
no code implementations • 29 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.
no code implementations • 29 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.
no code implementations • 29 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).
no code implementations • 29 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.
no code implementations • 10 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.
no code implementations • 31 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.
1 code implementation • 30 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.
no code implementations • 14 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.
1 code implementation • 13 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.
no code implementations • 7 Feb 2019 • Matthew Stephenson, Jochen Renz
This paper presents an adaptive level generation algorithm for the physics-based puzzle game Angry Birds.
1 code implementation • 9 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.
no code implementations • 14 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.
no code implementations • 31 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.