GAIG
Game AI Research Group @ QMUL
Tags
CS:GO
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[Publication]
How Players Learn Team-versus-Team Esports: First Results from A Grounded Theory Study
Dota2
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[Publication]
How Players Learn Team-versus-Team Esports: First Results from A Grounded Theory Study
ICML'23
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[Publication]
Posterior Sampling for Deep Reinforcement Learning
aaai
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[Publication]
Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Best
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[Publication]
Tackling Sparse Rewards in Real-Time Games with Statistical Forward Planning Methods
aamas
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[Publication]
Action Advising with Advice Imitation in Deep Reinforcement Learning
abstract
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[Publication]
Abstract Forward Models
accessibility
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[Publication]
AI for Accessibility in Games
action-advising
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[Publication]
Learning on a Budget via Teacher Imitation
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[Publication]
Student-Initiated Action Advising via Advice Novelty
action-spaces
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[Publication]
Generalising Discrete Action Spaces with Conditional Action Trees
ai
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Reflections: How to Organize Game AI Competitions?
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[Seminar] 'Planning and learning' by Piotr Miłoś
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[Publication]
Generating Diverse and Competitive Play-Styles for Strategy Games
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[Publication]
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
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[Publication]
Portfolio Search and Optimization for General Strategy Game-Playing
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[Seminar] 'The AI and Games Co-Revolution' by Georgios Yannakakis
aiide
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[Publication]
TAG: Terraforming Mars
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GAIG @ AIIDE 2020
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[Publication]
Tribes: A New Turn-Based Strategy Game for AI
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[Publication]
MCTS Pruning in Turn-Based Strategy Games
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[Publication]
Studying General Agents in Video Games from the Perspective of Player Experience
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[Publication]
TAG: A Tabletop Games Framework
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[Publication]
STRATEGA: A General Strategy Games Framework
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[Publication]
Analysis of Statistical Forward Planning Methods in Pommerman
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[Publication]
Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm
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[Publication]
VERTIGO: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI
alpha-go
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[Seminar] 'Challenges of deep reinforcement learning, and the example of AlphaStar' by Tom Schaul
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[Seminar] 'AlphaGo in Chemistry – Solving Real-World Problems by Means of Game AI Methods' by Mike Preuss
alpha-star
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[Seminar] 'Challenges of deep reinforcement learning, and the example of AlphaStar' by Tom Schaul
analysis
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[Publication]
Shallow decision-making analysis in General Video Game Playing
applications
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[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2023
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[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2021
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[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2021
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[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2021
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[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2019
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[Call for Applications] 2018 Fully-funded PhD studentships in Game AI
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[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2018
arcade-games
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[Publication]
Pac-Man Conquers Academia: Two Decades of Research Using a Classic Arcade Game
art
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[Publication]
Evolving Neural Style Transfer Blends
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[Publication]
Adapting and Enhancing Evolutionary Art for Casual Creation
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[Publication]
Camera Obscurer: Generative Art for Design Inspiration
artificial-characters
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[Seminar] 'Building AI Dialogue Tools for Non-Technical Authors' by Emily Short
artificial-general-intelligence
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[Publication]
Rinascimento: using event-value functions for playing Splendor
artificial-intelligence
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[Seminar] 'Sublime Cognition and Strange Tools' by Matthew De Abaitua
arxiv
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[Publication]
Generating Diverse and Competitive Play-Styles for Strategy Games
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[Publication]
Learning on a Budget via Teacher Imitation
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[Publication]
Expressivity of Parameterized and Data-driven Representations in Quality Diversity Search
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[Publication]
Portfolio Search and Optimization for General Strategy Game-Playing
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[Publication]
The Social Responsibility of Game AI
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[Publication]
The Road Less Travelled: Trying And Failing To Generate Walking Simulators
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[Publication]
Rinascimento: searching the behaviour space of Splendor
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[Publication]
Generalising Discrete Action Spaces with Conditional Action Trees
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[Publication]
The Design Of Stratega: A General Strategy Games Framework
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[Publication]
Student-Initiated Action Advising via Advice Novelty
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[Publication]
Weighting NTBEA for Game AI Optimisation
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[Publication]
AI and Wargaming
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[Publication]
Design and Implemenation of TAG: A Tabletop Games Framework
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[Publication]
Generative Forensics: Procedural Generation and Information Games
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[Publication]
Camera Obscurer: Generative Art for Design Inspiration
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[Publication]
NeurIPS 2019 Competition: The MineRL Competition on Sample Efficient Reinforcement Learning using Human Priors
audio
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[Seminar] 'Squeezer: a Juice prototyping tool for Unity' by Mads Johansen
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[Publication]
'Did You Hear That?' Learning to Play Video Games from Audio Cues
augmented-reality
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[Publication]
Modelling Player Preferences in AR Mobile Games
believability
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[Publication]
Studying Believability Assessment in Racing Games
benchmark
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[Publication]
Rinascimento: using event-value functions for playing Splendor
bimanual-coordination
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[Publication]
Exploring User Motor Behaviour in Bimanual Interactive Video Games
blood-bowl
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[Seminar] 'Towards Adaptive Game-playing Agents' by Niels Justesen
board-games
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[Seminar] 'General Board Geometry' by Cameron Browne
boardgames
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[Seminar] 'Towards Adaptive Game-playing Agents' by Niels Justesen
book
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[Publication]
General Video Game Artificial Intelligence
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[Publication]
Evolving behaviour tree structures using grammatical evolution
bridge
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[Seminar] 'Bridge: a new challenge for AI?' by Dr. Véronique Ventos
card-games
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[Publication]
Efficient Heuristic Policy Optimisation for a Challenging Strategic Card Game
casual-creators
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[Publication]
Casual Creators in the Wild: A Typology of Commercial Generative Creativity Support Tools
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[Publication]
Adapting and Enhancing Evolutionary Art for Casual Creation
ceec
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[Publication]
Extracting learning curves from puzzle games
chemistry
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[Seminar] 'AlphaGo in Chemistry – Solving Real-World Problems by Means of Game AI Methods' by Mike Preuss
ciml
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[Publication]
The Multi-Agent Reinforcement Learning in MalmO (MARLO) Competition
co-creativity
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[Publication]
General Analytical Techniques For Parameter-Based Procedural Content Generators
cog
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Reflections: How to Organize Game AI Competitions?
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GAIG @ IEEE COG 2022
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GAIG @ IEEE COG 2020
competition
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[Publication]
The Multi-Agent Reinforcement Learning in MalmO (MARLO) Competition
competitions
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Reflections: How to Organize Game AI Competitions?
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[Seminar] 'Towards Adaptive Game-playing Agents' by Niels Justesen
computational-creativity
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[Publication]
Expressivity of Parameterized and Data-driven Representations in Quality Diversity Search
-
[Publication]
Danesh: Interactive Tools For Understanding Procedural Content Generators
-
[Publication]
Controlling Self-organization in Generative Creative Systems
-
[Publication]
Casual Creators in the Wild: A Typology of Commercial Generative Creativity Support Tools
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[Publication]
Explainable Computational Creativity
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[Publication]
Intrinsic Motivation in Computational Creativity Applied to Videogames
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[Publication]
Software Engineering For Automated Game Design
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[Publication]
Procedural Generation and Information Games
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[Publication]
On the Machine Condition and its Creative Expression
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[Publication]
Evolving Neural Style Transfer Blends
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[Publication]
Creativity Theatre for Demonstrable Computational Creativity
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[Publication]
Adapting and Enhancing Evolutionary Art for Casual Creation
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[Publication]
Bridging Generative Deep Learning and Computational Creativity
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[Publication]
Camera Obscurer: Generative Art for Design Inspiration
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[Publication]
The importance of applying computational creativity to scientific and mathematical domains
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[Publication]
Hyperstate Space Graphs for Automated Game Analysis
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[Publication]
Framing In Computational Creativity-A Survey And Taxonomy
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[Publication]
The HR3 System for Automated Code Generation in Creative Settings
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[Seminar] 'Compressing Space, Warping Perception And Projecting Flowers Onto Cups Of Tea' by Dr Micheal Cook
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[Seminar] 'Perfect, Immortal Machines: The Future Of Automated Game Design' by Dr Micheal Cook
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[Seminar] 'Computational Creativity and Videogame Design' by Prof. Simon Colton
conferences
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Reflections: How to Organize Game AI Competitions?
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GAIG @ IEEE COG 2022
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GAIG @ AIIDE 2020
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GAIG @ ICCC 2020
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GAIG @ IEEE COG 2020
content-creation
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[Publication]
Modelling Player Preferences in AR Mobile Games
cooperative
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[Seminar] 'Factored Value Functions for Cooperative Multi-Agent Reinforcement Learning' by Shimon Whiteson
coordination
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[Seminar] 'Self-Play and Zero-Shot (Human-AI) Coordination (in Hanabi)' by Jakob Foerster
dagstuhl
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[Publication]
AI for Accessibility in Games
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[Publication]
Procedural Content Generation for Minecraft
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[Publication]
Abstract Forward Models
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[Publication]
Gameplay Evaluation Measures
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[Publication]
A General Language for Matching Tile Games
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[Publication]
Game Search Space Design and Representation
deep-learning
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[Publication]
Bridging Generative Deep Learning and Computational Creativity
deep-reinforcement-learning
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[Seminar] 'Challenges of deep reinforcement learning, and the example of AlphaStar' by Tom Schaul
deepmind
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[Seminar] 'Challenges of deep reinforcement learning, and the example of AlphaStar' by Tom Schaul
digra
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[Publication]
How Players Learn Team-versus-Team Esports: First Results from A Grounded Theory Study
effects
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[Seminar] 'Squeezer: a Juice prototyping tool for Unity' by Mads Johansen
emcts
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[Publication]
Efficient Heuristic Policy Optimisation for a Challenging Strategic Card Game
ensemble-decision-systems
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[Publication]
Ensemble Decision Systems for General Video Game Playing
environments
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[Seminar] 'The NetHack Learning Environment' by Tim Rocktäschel
esports
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[Publication]
How Players Learn Team-versus-Team Esports: First Results from A Grounded Theory Study
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[Seminar] 'The Blurring of Video Games and Gambling: Daily Fantasy, Esports, Live Streaming, and Loot Boxes' by Dr Mark R. Johnson
evaluation
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[Seminar] 'Towards Adaptive Game-playing Agents' by Niels Justesen
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[Publication]
Evaluating Generalization in General Video Game Playing
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[Publication]
Evolving Game State Evaluation Functions for a Hybrid Planning Approach
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[Publication]
Gameplay Evaluation Measures
events
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GAIG @ IEEE COG 2022
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GAIG @ QMUL EECS Research Week 2020
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GAIG @ AIIDE 2020
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GAIG @ ICCC 2020
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GAIG @ IEEE COG 2020
evo-star
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[Publication]
Efficient Heuristic Policy Optimisation for a Challenging Strategic Card Game
-
[Publication]
Adapting and Enhancing Evolutionary Art for Casual Creation
-
[Publication]
Camera Obscurer: Generative Art for Design Inspiration
-
[Publication]
Self-adaptive MCTS for General Video Game Playing
evolutionary-algorithm
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[Publication]
Efficient Noisy Optimisation with the Multi-Sample and Sliding Window Compact Genetic Algorithms
evolutionary-algorithms
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[Publication]
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
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[Publication]
Enhanced Rolling Horizon Evolution Algorithm with Opponent Model Learning
-
[Publication]
Interactive evolution and exploration within latent level-design space of generative adversarial networks
-
[Publication]
Weighting NTBEA for Game AI Optimisation
-
[Publication]
Evolving Neural Style Transfer Blends
-
[Publication]
PlayMapper: Illuminating Design Spaces of Platform Games
-
[Publication]
Evolving Game State Evaluation Functions for a Hybrid Planning Approach
-
[Publication]
Tile Pattern KL-Divergence for Analysing and Evolving Game Levels
-
[Publication]
Game AI Hyperparameter Tuning in Rinascimento
-
[Publication]
Evolving behaviour tree structures using grammatical evolution
-
[Publication]
The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisation
evolutionary-computation
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[Seminar] 'Evolutionary MCTS for Game AI and Beyond' by Hendrik Baier
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[Seminar] 'Combining Evolution and Learning' by Chrisantha Fernando (Google DeepMind)
evostar
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[Publication]
Controlling Self-organization in Generative Creative Systems
-
[Publication]
Evolving Neural Style Transfer Blends
exag
-
[Publication]
TAG: A Tabletop Games Framework
fdg
-
[Publication]
Tabletop Roleplaying Games as Procedural Content Generators
-
[Publication]
Studying Believability Assessment in Racing Games
fighting-games
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[Publication]
Enhanced Rolling Horizon Evolution Algorithm with Opponent Model Learning
-
[Publication]
Metagame Autobalancing for Competitive Multiplayer Games
forward-model
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[Publication]
Abstract Forward Models
forward-model-learning
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[Publication]
Local Forward Model Learning for GVGAI Games
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[Publication]
A Local Approach to Forward Model Learning: Results on the Game of Life Game
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[Publication]
Learning Local Forward Models on Unforgiving Games
gaig
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GAIG @ IEEE COG 2022
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GAIG in the Media: Evening Standard
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GAIG @ QMUL EECS Research Week 2020
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GAIG @ AIIDE 2020
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GAIG @ ICCC 2020
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GAIG @ IEEE COG 2020
game-ai
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Reflections: How to Organize Game AI Competitions?
game-analysis
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[Publication]
TAG: Terraforming Mars
game-balance
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[Publication]
Metagame Autobalancing for Competitive Multiplayer Games
game-description-language
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[Publication]
A General Language for Matching Tile Games
game-design
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[Seminar] 'Squeezer: a Juice prototyping tool for Unity' by Mads Johansen
-
[Seminar] 'General Board Geometry' by Cameron Browne
-
[Publication]
Practical Game Design Tool: State Explorer
-
[Publication]
Software Engineering For Automated Game Design
-
[Publication]
Camera Obscurer: Generative Art for Design Inspiration
-
[Publication]
The Games Fusion Project: Competencies for Game Design
-
[Seminar] 'Compressing Space, Warping Perception And Projecting Flowers Onto Cups Of Tea' by Dr Micheal Cook
-
[Publication]
Using a Team of General AI Algorithms to Assist Game Design and Testing
-
[Publication]
Game Search Space Design and Representation
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[Seminar] 'Perfect, Immortal Machines: The Future Of Automated Game Design' by Dr Micheal Cook
-
[Seminar] 'Computational Creativity and Videogame Design' by Prof. Simon Colton
game-development
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[Publication]
Cross-Platform Games in Kotlin
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[Publication]
Towards Liveness in Game Development
game-learning
-
[Publication]
How Players Learn Team-versus-Team Esports: First Results from A Grounded Theory Study
game-playing
-
[Seminar] 'The NetHack Learning Environment' by Tim Rocktäschel
-
[Seminar] 'Towards Adaptive Game-playing Agents' by Niels Justesen
-
[Publication]
Rinascimento: using event-value functions for playing Splendor
-
[Seminar] 'AlphaGo in Chemistry – Solving Real-World Problems by Means of Game AI Methods' by Mike Preuss
-
[Seminar] 'Evolutionary MCTS for Game AI and Beyond' by Hendrik Baier
-
[Seminar] 'TextWorld' by Marc-Alexandre Côté
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[Seminar] 'Solving 10×10 Hex' by Ryan Hayward
-
[Seminar] 'Generalisation of Simulation-Based Search for Autonomous Gameplaying' by Alexander Dockhorn
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[Seminar] 'Agents with internal models' by Theophane Weber
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[Seminar] 'Advancing Video Game AI With Intrinsically Motivated Reinforcement Learning' by Christian Guckelsberger
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[Seminar] 'Combining Evolution and Learning' by Chrisantha Fernando (Google DeepMind)
-
[Seminar] 'Bridge: a new challenge for AI?' by Dr. Véronique Ventos
-
[Seminar] 'Computer Hanabi: Playing Near-Optimally or Learning by Reinforcement ?' by Dr. Bruno Bouzy
game-testing
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[Publication]
Using a Team of General AI Algorithms to Assist Game Design and Testing
games
-
Reflections: How to Organize Game AI Competitions?
-
[Publication]
Generating Diverse and Competitive Play-Styles for Strategy Games
-
[Publication]
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
Portfolio Search and Optimization for General Strategy Game-Playing
-
[Seminar] 'The AI and Games Co-Revolution' by Georgios Yannakakis
games-industry
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[Panel Session] Meet the games industry
gan
-
[Publication]
Interactive evolution and exploration within latent level-design space of generative adversarial networks
-
[Publication]
Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network
gecco
-
[Publication]
Interactive evolution and exploration within latent level-design space of generative adversarial networks
-
[Publication]
Tile Pattern KL-Divergence for Analysing and Evolving Game Levels
-
[Publication]
Game AI Hyperparameter Tuning in Rinascimento
-
[Publication]
Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network
general-game-playing
-
[Publication]
TAG: Terraforming Mars
-
[Seminar] 'General Board Geometry' by Cameron Browne
-
[Publication]
Design and Implemenation of TAG: A Tabletop Games Framework
-
[Publication]
TAG: A Tabletop Games Framework
general-vide-game-playing
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[Publication]
Rolling Horizon NEAT for General Video Game Playing
-
[Publication]
Self-Adaptive Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
Evaluating Generalization in General Video Game Playing
general-video-game-playing
-
[Publication]
Portfolio Search and Optimization for General Strategy Game-Playing
-
[Publication]
The Design Of Stratega: A General Strategy Games Framework
-
[Publication]
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
STRATEGA: A General Strategy Games Framework
-
[Publication]
Local Forward Model Learning for GVGAI Games
-
[Publication]
Neural Game Engine: Accurate learning of generalizable forward models from pixels
-
[Publication]
General Video Game AI: a Multi-Track Framework for Evaluating Agents Games and Content Generation Algorithms
-
[Publication]
General Video Game Artificial Intelligence
-
[Publication]
Project Thyia: A Forever Gameplayer
-
[Publication]
Tackling Sparse Rewards in Real-Time Games with Statistical Forward Planning Methods
-
[Publication]
'Did You Hear That?' Learning to Play Video Games from Audio Cues
-
[Publication]
Deep Reinforcement Learning for General Video Game AI
-
[Publication]
Self-adaptive MCTS for General Video Game Playing
-
[Publication]
Using a Team of General AI Algorithms to Assist Game Design and Testing
-
[Publication]
General Win Prediction from Agent Experience
-
[Publication]
VERTIGO: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI
-
[Publication]
The 2016 Two-Player GVGAI Competition
-
[Publication]
Shallow decision-making analysis in General Video Game Playing
-
[Publication]
Toward General Mathematical Game Playing Agents
generative-software-analysis
-
[Publication]
Danesh: Interactive Tools For Understanding Procedural Content Generators
generative-systems-analysis
-
[Publication]
General Analytical Techniques For Parameter-Based Procedural Content Generators
genetic-algorithm
-
[Publication]
Efficient Noisy Optimisation with the Multi-Sample and Sliding Window Compact Genetic Algorithms
genetic-programming
-
[Publication]
A survey of statistical machine learning elements in genetic programming
grammatical-evolution
-
[Publication]
Evolving behaviour tree structures using grammatical evolution
griddly
-
[Publication]
Griddly: A platform for AI research in games
grounded-theory
-
[Publication]
How Players Learn Team-versus-Team Esports: First Results from A Grounded Theory Study
gvgai
-
[Publication]
Rolling Horizon NEAT for General Video Game Playing
-
[Publication]
Studying General Agents in Video Games from the Perspective of Player Experience
-
[Publication]
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
Self-Adaptive Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
Local Forward Model Learning for GVGAI Games
-
[Publication]
Neural Game Engine: Accurate learning of generalizable forward models from pixels
-
[Publication]
Evaluating Generalization in General Video Game Playing
-
[Publication]
General Video Game AI: a Multi-Track Framework for Evaluating Agents Games and Content Generation Algorithms
-
[Publication]
General Video Game Artificial Intelligence
-
[Publication]
Project Thyia: A Forever Gameplayer
-
[Publication]
Tackling Sparse Rewards in Real-Time Games with Statistical Forward Planning Methods
-
[Publication]
'Did You Hear That?' Learning to Play Video Games from Audio Cues
-
[Publication]
Optimising Level Generators for General Video Game AI
-
[Publication]
Ensemble Decision Systems for General Video Game Playing
-
[Publication]
Gameplay Evaluation Measures
-
[Publication]
Deep Reinforcement Learning for General Video Game AI
-
[Publication]
Self-adaptive MCTS for General Video Game Playing
-
[Publication]
Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm
-
[Publication]
General Win Prediction from Agent Experience
-
[Publication]
VERTIGO: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI
-
[Publication]
The 2016 Two-Player GVGAI Competition
-
[Publication]
Shallow decision-making analysis in General Video Game Playing
-
General Video Game AI tutorial at QMUL GradFest 2018
hanabi
-
[Seminar] 'Self-Play and Zero-Shot (Human-AI) Coordination (in Hanabi)' by Jakob Foerster
-
[Seminar] 'Computer Hanabi: Playing Near-Optimally or Learning by Reinforcement ?' by Dr. Bruno Bouzy
hci
-
[Seminar] 'Self-Play and Zero-Shot (Human-AI) Coordination (in Hanabi)' by Jakob Foerster
hex
-
[Seminar] 'Solving 10×10 Hex' by Ryan Hayward
hyper-parameter
-
[Publication]
Rinascimento: using event-value functions for playing Splendor
iccc
-
GAIG @ ICCC 2020
-
[Publication]
Casual Creators in the Wild: A Typology of Commercial Generative Creativity Support Tools
-
[Publication]
Explainable Computational Creativity
-
[Publication]
On the Machine Condition and its Creative Expression
-
[Publication]
Creativity Theatre for Demonstrable Computational Creativity
-
[Publication]
Bridging Generative Deep Learning and Computational Creativity
-
[Publication]
The importance of applying computational creativity to scientific and mathematical domains
-
[Publication]
Framing In Computational Creativity-A Survey And Taxonomy
-
[Publication]
The HR3 System for Automated Code Generation in Creative Settings
ieee-cec
-
[Publication]
Does it matter how well I know what you’re thinking? Opponent Modelling in an RTS game
-
[Publication]
The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisation
ieee-cog
-
[Publication]
Practical Game Design Tool: State Explorer
-
[Publication]
Rolling Horizon NEAT for General Video Game Playing
-
[Publication]
Modulation of viability signals for self-regulatory control
-
[Publication]
Bootstrapped model learning and error correction for planning with uncertainty in model-based RL
-
[Publication]
Cross-Platform Games in Kotlin
-
[Publication]
Metagame Autobalancing for Competitive Multiplayer Games
-
[Publication]
Self-Adaptive Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
Local Forward Model Learning for GVGAI Games
-
[Publication]
Software Engineering For Automated Game Design
-
[Publication]
Procedural Generation and Information Games
-
[Publication]
Rinascimento: using event-value functions for playing Splendor
-
[Publication]
Neural Game Engine: Accurate learning of generalizable forward models from pixels
-
[Publication]
Evaluating Generalization in General Video Game Playing
-
[Publication]
PlayMapper: Illuminating Design Spaces of Platform Games
-
[Publication]
Modelling Player Preferences in AR Mobile Games
-
[Publication]
Mek: Mechanics Prototyping Tool for 2D Tile-Based Turn-Based Deterministic Games
-
[Publication]
The Games Fusion Project: Competencies for Game Design
-
[Publication]
Exploring User Motor Behaviour in Bimanual Interactive Video Games
-
[Publication]
Evolving Game State Evaluation Functions for a Hybrid Planning Approach
-
[Publication]
Towards Liveness in Game Development
-
[Publication]
A Local Approach to Forward Model Learning: Results on the Game of Life Game
-
[Publication]
Teaching on a Budget in Multi-agent Deep Reinforcement Learning
-
[Publication]
Project Thyia: A Forever Gameplayer
-
[Publication]
'Did You Hear That?' Learning to Play Video Games from Audio Cues
-
[Publication]
Optimising Level Generators for General Video Game AI
-
[Publication]
Learning Local Forward Models on Unforgiving Games
-
[Publication]
Hyperstate Space Graphs for Automated Game Analysis
-
[Publication]
General Analytical Techniques For Parameter-Based Procedural Content Generators
-
[Publication]
Rinascimento: Optimising Statistical Forward Planning Agents for Playing Splendor
-
[Publication]
Ensemble Decision Systems for General Video Game Playing
-
[Publication]
Deep Reinforcement Learning for General Video Game AI
-
[Publication]
Game AI Research with Fast Planet Wars Variants
-
[Publication]
Using a Team of General AI Algorithms to Assist Game Design and Testing
-
[Publication]
General Win Prediction from Agent Experience
-
[Publication]
Shallow decision-making analysis in General Video Game Playing
-
[Publication]
Toward General Mathematical Game Playing Agents
ieee-tevc
-
[Publication]
A survey of statistical machine learning elements in genetic programming
ieee-tog
-
[Publication]
Danesh: Interactive Tools For Understanding Procedural Content Generators
-
[Publication]
Enhanced Rolling Horizon Evolution Algorithm with Opponent Model Learning
-
[Publication]
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
General Video Game AI: a Multi-Track Framework for Evaluating Agents Games and Content Generation Algorithms
-
[Publication]
The 2016 Two-Player GVGAI Competition
-
[Publication]
Pac-Man Conquers Academia: Two Decades of Research Using a Classic Arcade Game
iggi
-
[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2023
-
[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2021
-
[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2021
-
[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2021
-
[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2019
-
[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2018
-
[Publication]
Procedural Generation and Information Games
-
[Publication]
Generative Forensics: Procedural Generation and Information Games
intrinsic-motivation
-
[Publication]
Intrinsic Motivation in Computational Creativity Applied to Videogames
-
[Seminar] 'Advancing Video Game AI With Intrinsically Motivated Reinforcement Learning' by Christian Guckelsberger
learning
-
[Seminar] 'Planning and learning' by Piotr Miłoś
learning-curves
-
[Publication]
Extracting learning curves from puzzle games
learning-forward-models
-
[Publication]
Neural Game Engine: Accurate learning of generalizable forward models from pixels
learning-game-models
-
[Seminar] 'Generalisation of Simulation-Based Search for Autonomous Gameplaying' by Alexander Dockhorn
-
[Seminar] 'Agents with internal models' by Theophane Weber
level-generation
-
[Publication]
Optimising Level Generators for General Video Game AI
linear-classifiers
-
[Publication]
Modelling Player Preferences in AR Mobile Games
loot-boxes
-
[Publication]
The hidden intricacy of loot box design: A granular description of random monetized reward features
machine-learning
-
[Publication]
A survey of statistical machine learning elements in genetic programming
map-elites
-
[Publication]
Generating Diverse and Competitive Play-Styles for Strategy Games
-
[Publication]
Rinascimento: searching the behaviour space of Splendor
-
[Publication]
PlayMapper: Illuminating Design Spaces of Platform Games
mario
-
[Publication]
Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network
-
[Publication]
Evolving behaviour tree structures using grammatical evolution
marlo
-
[Publication]
The Multi-Agent Reinforcement Learning in MalmO (MARLO) Competition
mathematical-games
-
[Publication]
Toward General Mathematical Game Playing Agents
mcts
-
[Publication]
TAG: Terraforming Mars
-
[Publication]
Generating Diverse and Competitive Play-Styles for Strategy Games
-
[Publication]
Tribes: A New Turn-Based Strategy Game for AI
-
[Publication]
The Design Of Stratega: A General Strategy Games Framework
-
[Publication]
Abstract Forward Models
-
[Publication]
MCTS Pruning in Turn-Based Strategy Games
-
[Publication]
Design and Implemenation of TAG: A Tabletop Games Framework
-
[Publication]
TAG: A Tabletop Games Framework
-
[Publication]
STRATEGA: A General Strategy Games Framework
-
[Publication]
Neural Game Engine: Accurate learning of generalizable forward models from pixels
-
[Publication]
Analysis of Statistical Forward Planning Methods in Pommerman
-
[Publication]
Evolving Game State Evaluation Functions for a Hybrid Planning Approach
-
[Publication]
Tackling Sparse Rewards in Real-Time Games with Statistical Forward Planning Methods
-
[Seminar] 'AlphaGo in Chemistry – Solving Real-World Problems by Means of Game AI Methods' by Mike Preuss
-
[Seminar] 'Evolutionary MCTS for Game AI and Beyond' by Hendrik Baier
-
[Publication]
Self-adaptive MCTS for General Video Game Playing
-
[Publication]
General Win Prediction from Agent Experience
-
[Publication]
The 2016 Two-Player GVGAI Competition
-
[Publication]
Shallow decision-making analysis in General Video Game Playing
-
GAIG in the Media: Evening Standard
microrts
-
[Publication]
Gym-μRTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement Learning
-
[Publication]
Evolving Game State Evaluation Functions for a Hybrid Planning Approach
minecraft
-
[Publication]
Procedural Content Generation for Minecraft
-
[Publication]
NeurIPS 2019 Competition: The MineRL Competition on Sample Efficient Reinforcement Learning using Human Priors
mobile-games
-
[Publication]
Modelling Player Preferences in AR Mobile Games
motor-behaviour
-
[Publication]
Exploring User Motor Behaviour in Bimanual Interactive Video Games
multi-agent
-
[Seminar] 'Factored Value Functions for Cooperative Multi-Agent Reinforcement Learning' by Shimon Whiteson
-
[Publication]
The Multi-Agent Reinforcement Learning in MalmO (MARLO) Competition
music
-
[Seminar] 'Music Informatics: Measuring and Modelling Music' by Simon Dixon
neat
-
[Publication]
Rolling Horizon NEAT for General Video Game Playing
neurips
-
[Publication]
NeurIPS 2019 Competition: The MineRL Competition on Sample Efficient Reinforcement Learning using Human Priors
-
[Publication]
The Multi-Agent Reinforcement Learning in MalmO (MARLO) Competition
news
-
GAIG in the Media: Evening Standard
nlp
-
[Seminar] 'Grounded Language Learning in Virtual Environments' by Stephen Clark
ntbea
-
[Publication]
Portfolio Search and Optimization for General Strategy Game-Playing
-
[Publication]
Efficient Heuristic Policy Optimisation for a Challenging Strategic Card Game
-
[Publication]
Weighting NTBEA for Game AI Optimisation
-
[Publication]
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Best
-
[Publication]
The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisation
-
[Publication]
Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm
oep
-
[Publication]
Efficient Heuristic Policy Optimisation for a Challenging Strategic Card Game
opponent-modelling
-
[Publication]
Enhanced Rolling Horizon Evolution Algorithm with Opponent Model Learning
-
[Publication]
Does it matter how well I know what you’re thinking? Opponent Modelling in an RTS game
optimisation
-
[Publication]
Expressivity of Parameterized and Data-driven Representations in Quality Diversity Search
-
[Publication]
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
Portfolio Search and Optimization for General Strategy Game-Playing
-
[Publication]
Efficient Heuristic Policy Optimisation for a Challenging Strategic Card Game
-
[Publication]
Weighting NTBEA for Game AI Optimisation
-
[Publication]
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
Self-Adaptive Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
Rinascimento: using event-value functions for playing Splendor
-
[Publication]
Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Best
-
[Publication]
Rinascimento: Optimising Statistical Forward Planning Agents for Playing Splendor
-
[Publication]
Game AI Hyperparameter Tuning in Rinascimento
-
[Publication]
Self-adaptive MCTS for General Video Game Playing
-
[Publication]
The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisation
-
[Publication]
Efficient Noisy Optimisation with the Multi-Sample and Sliding Window Compact Genetic Algorithms
pac-man
-
[Publication]
Pac-Man Conquers Academia: Two Decades of Research Using a Classic Arcade Game
panel
-
[Panel Session] Meet the games industry
phd
-
[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2023
-
[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2021
-
[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2021
-
[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2021
-
[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2019
-
[Call for Applications] 2018 Fully-funded PhD studentships in Game AI
-
[Call for Applications] EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) 2018
planet-wars
-
[Publication]
Game AI Research with Fast Planet Wars Variants
planning
-
[Seminar] 'Planning and learning' by Piotr Miłoś
-
[Publication]
PlayMapper: Illuminating Design Spaces of Platform Games
-
[Publication]
Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network
play-styles
-
[Publication]
Generating Diverse and Competitive Play-Styles for Strategy Games
player-experience
-
[Publication]
Studying General Agents in Video Games from the Perspective of Player Experience
-
[Publication]
Intrinsic Motivation in Computational Creativity Applied to Videogames
-
[Seminar] 'Defining and measuring challenge as player experience in video games' by Alena Denisova
-
[Publication]
Modelling Player Preferences in AR Mobile Games
-
[Publication]
Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm
player-preference-modelling
-
[Publication]
Modelling Player Preferences in AR Mobile Games
polytopia
-
[Publication]
Tribes: A New Turn-Based Strategy Game for AI
-
[Publication]
MCTS Pruning in Turn-Based Strategy Games
pommerman
-
[Publication]
Abstract Forward Models
-
[Publication]
Analysis of Statistical Forward Planning Methods in Pommerman
portfolio
-
[Publication]
Generating Diverse and Competitive Play-Styles for Strategy Games
-
[Publication]
Portfolio Search and Optimization for General Strategy Game-Playing
preference-learning
-
[Publication]
Modelling Player Preferences in AR Mobile Games
procedural-content-generation
-
[Publication]
The Road Less Travelled: Trying And Failing To Generate Walking Simulators
-
[Publication]
Interactive evolution and exploration within latent level-design space of generative adversarial networks
-
[Publication]
Procedural Content Generation for Minecraft
-
[Publication]
Tabletop Roleplaying Games as Procedural Content Generators
-
[Publication]
Software Engineering For Automated Game Design
-
[Publication]
Procedural Generation and Information Games
-
[Publication]
Generative Forensics: Procedural Generation and Information Games
-
[Publication]
PlayMapper: Illuminating Design Spaces of Platform Games
-
[Publication]
Tile Pattern KL-Divergence for Analysing and Evolving Game Levels
-
[Publication]
Optimising Level Generators for General Video Game AI
-
[Publication]
General Analytical Techniques For Parameter-Based Procedural Content Generators
procedural-generation
-
[Publication]
Danesh: Interactive Tools For Understanding Procedural Content Generators
psyarxiv
-
[Publication]
The hidden intricacy of loot box design: A granular description of random monetized reward features
pubs-2017
-
[Publication]
Pac-Man Conquers Academia: Two Decades of Research Using a Classic Arcade Game
-
[Publication]
Efficient Noisy Optimisation with the Multi-Sample and Sliding Window Compact Genetic Algorithms
pubs-2018
-
[Publication]
Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network
-
[Publication]
Gameplay Evaluation Measures
-
[Publication]
Deep Reinforcement Learning for General Video Game AI
-
[Publication]
A General Language for Matching Tile Games
-
[Publication]
Self-adaptive MCTS for General Video Game Playing
-
[Publication]
The Multi-Agent Reinforcement Learning in MalmO (MARLO) Competition
-
[Publication]
Evolving behaviour tree structures using grammatical evolution
-
[Publication]
Studying Believability Assessment in Racing Games
-
[Publication]
The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisation
-
[Publication]
Game AI Research with Fast Planet Wars Variants
-
[Publication]
Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm
-
[Publication]
Using a Team of General AI Algorithms to Assist Game Design and Testing
-
[Publication]
General Win Prediction from Agent Experience
-
[Publication]
VERTIGO: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI
-
[Publication]
The 2016 Two-Player GVGAI Competition
-
[Publication]
Shallow decision-making analysis in General Video Game Playing
-
[Publication]
Toward General Mathematical Game Playing Agents
-
[Publication]
Game Search Space Design and Representation
pubs-2019
-
[Publication]
PlayMapper: Illuminating Design Spaces of Platform Games
-
[Publication]
Modelling Player Preferences in AR Mobile Games
-
[Publication]
Mek: Mechanics Prototyping Tool for 2D Tile-Based Turn-Based Deterministic Games
-
[Publication]
Extracting learning curves from puzzle games
-
[Publication]
Camera Obscurer: Generative Art for Design Inspiration
-
[Publication]
The Games Fusion Project: Competencies for Game Design
-
[Publication]
Analysis of Statistical Forward Planning Methods in Pommerman
-
[Publication]
General Video Game AI: a Multi-Track Framework for Evaluating Agents Games and Content Generation Algorithms
-
[Publication]
Exploring User Motor Behaviour in Bimanual Interactive Video Games
-
[Publication]
The importance of applying computational creativity to scientific and mathematical domains
-
[Publication]
Evolving Game State Evaluation Functions for a Hybrid Planning Approach
-
[Publication]
Towards Liveness in Game Development
-
[Publication]
Tile Pattern KL-Divergence for Analysing and Evolving Game Levels
-
[Publication]
A Local Approach to Forward Model Learning: Results on the Game of Life Game
-
[Publication]
Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Best
-
[Publication]
Teaching on a Budget in Multi-agent Deep Reinforcement Learning
-
[Publication]
General Video Game Artificial Intelligence
-
[Publication]
NeurIPS 2019 Competition: The MineRL Competition on Sample Efficient Reinforcement Learning using Human Priors
-
[Publication]
Project Thyia: A Forever Gameplayer
-
[Publication]
Tackling Sparse Rewards in Real-Time Games with Statistical Forward Planning Methods
-
[Publication]
'Did You Hear That?' Learning to Play Video Games from Audio Cues
-
[Publication]
Optimising Level Generators for General Video Game AI
-
[Publication]
Learning Local Forward Models on Unforgiving Games
-
[Publication]
Hyperstate Space Graphs for Automated Game Analysis
-
[Publication]
General Analytical Techniques For Parameter-Based Procedural Content Generators
-
[Publication]
Framing In Computational Creativity-A Survey And Taxonomy
-
[Publication]
The HR3 System for Automated Code Generation in Creative Settings
-
[Publication]
Rinascimento: Optimising Statistical Forward Planning Agents for Playing Splendor
-
[Publication]
Game AI Hyperparameter Tuning in Rinascimento
-
[Publication]
Ensemble Decision Systems for General Video Game Playing
-
[Publication]
A survey of statistical machine learning elements in genetic programming
pubs-2020
-
[Publication]
Controlling Self-organization in Generative Creative Systems
-
[Publication]
Practical Game Design Tool: State Explorer
-
[Publication]
AI for Accessibility in Games
-
[Publication]
Enhanced Rolling Horizon Evolution Algorithm with Opponent Model Learning
-
[Publication]
Interactive evolution and exploration within latent level-design space of generative adversarial networks
-
[Publication]
Procedural Content Generation for Minecraft
-
[Publication]
Casual Creators in the Wild: A Typology of Commercial Generative Creativity Support Tools
-
[Publication]
Tribes: A New Turn-Based Strategy Game for AI
-
[Publication]
Rolling Horizon NEAT for General Video Game Playing
-
[Publication]
The Design Of Stratega: A General Strategy Games Framework
-
[Publication]
Abstract Forward Models
-
[Publication]
Modulation of viability signals for self-regulatory control
-
[Publication]
Bootstrapped model learning and error correction for planning with uncertainty in model-based RL
-
[Publication]
Efficient Heuristic Policy Optimisation for a Challenging Strategic Card Game
-
[Publication]
Cross-Platform Games in Kotlin
-
[Publication]
Explainable Computational Creativity
-
[Publication]
Student-Initiated Action Advising via Advice Novelty
-
[Publication]
MCTS Pruning in Turn-Based Strategy Games
-
[Publication]
How Players Learn Team-versus-Team Esports: First Results from A Grounded Theory Study
-
[Publication]
Metagame Autobalancing for Competitive Multiplayer Games
-
[Publication]
Tabletop Roleplaying Games as Procedural Content Generators
-
[Publication]
Studying General Agents in Video Games from the Perspective of Player Experience
-
[Publication]
Intrinsic Motivation in Computational Creativity Applied to Videogames
-
[Publication]
Weighting NTBEA for Game AI Optimisation
-
[Publication]
Does it matter how well I know what you’re thinking? Opponent Modelling in an RTS game
-
[Publication]
AI and Wargaming
-
[Publication]
Design and Implemenation of TAG: A Tabletop Games Framework
-
[Publication]
TAG: A Tabletop Games Framework
-
[Publication]
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
Self-Adaptive Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
STRATEGA: A General Strategy Games Framework
-
[Publication]
Local Forward Model Learning for GVGAI Games
-
[Publication]
Software Engineering For Automated Game Design
-
[Publication]
Procedural Generation and Information Games
-
[Publication]
Generative Forensics: Procedural Generation and Information Games
-
[Publication]
On the Machine Condition and its Creative Expression
-
[Publication]
Evolving Neural Style Transfer Blends
-
[Publication]
Creativity Theatre for Demonstrable Computational Creativity
-
[Publication]
Adapting and Enhancing Evolutionary Art for Casual Creation
-
[Publication]
Rinascimento: using event-value functions for playing Splendor
-
[Publication]
Bridging Generative Deep Learning and Computational Creativity
-
[Publication]
Neural Game Engine: Accurate learning of generalizable forward models from pixels
-
[Publication]
The hidden intricacy of loot box design: A granular description of random monetized reward features
-
[Publication]
Evaluating Generalization in General Video Game Playing
pubs-2021
-
[Publication]
TAG: Terraforming Mars
-
[Publication]
Generating Diverse and Competitive Play-Styles for Strategy Games
-
[Publication]
Learning on a Budget via Teacher Imitation
-
[Publication]
Action Advising with Advice Imitation in Deep Reinforcement Learning
-
[Publication]
Gym-μRTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement Learning
-
[Publication]
Expressivity of Parameterized and Data-driven Representations in Quality Diversity Search
-
[Publication]
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
Portfolio Search and Optimization for General Strategy Game-Playing
-
[Publication]
The Social Responsibility of Game AI
-
[Publication]
The Road Less Travelled: Trying And Failing To Generate Walking Simulators
-
[Publication]
Danesh: Interactive Tools For Understanding Procedural Content Generators
-
[Publication]
Rinascimento: searching the behaviour space of Splendor
-
[Publication]
Griddly: A platform for AI research in games
-
[Publication]
Generalising Discrete Action Spaces with Conditional Action Trees
puzzle-games
-
[Publication]
Extracting learning curves from puzzle games
qmul
-
GAIG @ QMUL EECS Research Week 2020
quality-diversity
-
[Publication]
Expressivity of Parameterized and Data-driven Representations in Quality Diversity Search
racing-games
-
[Publication]
Studying Believability Assessment in Racing Games
random
-
Hello World!
rehabilitation
-
[Publication]
Exploring User Motor Behaviour in Bimanual Interactive Video Games
reinforcement-learning
-
[Seminar] 'Bayesian reinforcement learning' by Christos Dimitrakakis
-
[Publication]
Learning on a Budget via Teacher Imitation
-
[Publication]
Action Advising with Advice Imitation in Deep Reinforcement Learning
-
[Publication]
Gym-μRTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement Learning
-
[Publication]
Griddly: A platform for AI research in games
-
[Seminar] 'The NetHack Learning Environment' by Tim Rocktäschel
-
[Seminar] 'Factored Value Functions for Cooperative Multi-Agent Reinforcement Learning' by Shimon Whiteson
-
[Publication]
Modulation of viability signals for self-regulatory control
-
[Publication]
Bootstrapped model learning and error correction for planning with uncertainty in model-based RL
-
[Publication]
Student-Initiated Action Advising via Advice Novelty
-
[Publication]
Metagame Autobalancing for Competitive Multiplayer Games
-
[Publication]
Neural Game Engine: Accurate learning of generalizable forward models from pixels
-
[Seminar] 'Challenges of deep reinforcement learning, and the example of AlphaStar' by Tom Schaul
-
[Publication]
Teaching on a Budget in Multi-agent Deep Reinforcement Learning
-
[Publication]
NeurIPS 2019 Competition: The MineRL Competition on Sample Efficient Reinforcement Learning using Human Priors
-
[Publication]
'Did You Hear That?' Learning to Play Video Games from Audio Cues
-
[Seminar] 'Advancing Video Game AI With Intrinsically Motivated Reinforcement Learning' by Christian Guckelsberger
-
[Publication]
Deep Reinforcement Learning for General Video Game AI
-
[Publication]
The Multi-Agent Reinforcement Learning in MalmO (MARLO) Competition
-
[Seminar] 'Combining Evolution and Learning' by Chrisantha Fernando (Google DeepMind)
-
[Seminar] 'Computer Hanabi: Playing Near-Optimally or Learning by Reinforcement ?' by Dr. Bruno Bouzy
reinforement-learning
-
[Publication]
Generalising Discrete Action Spaces with Conditional Action Trees
representation
-
[Publication]
Game Search Space Design and Representation
rhea
-
[Publication]
TAG: Terraforming Mars
-
[Publication]
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
Enhanced Rolling Horizon Evolution Algorithm with Opponent Model Learning
-
[Publication]
Tribes: A New Turn-Based Strategy Game for AI
-
[Publication]
Rolling Horizon NEAT for General Video Game Playing
-
[Publication]
The Design Of Stratega: A General Strategy Games Framework
-
[Publication]
Abstract Forward Models
-
[Publication]
Bootstrapped model learning and error correction for planning with uncertainty in model-based RL
-
[Publication]
MCTS Pruning in Turn-Based Strategy Games
-
[Publication]
Design and Implemenation of TAG: A Tabletop Games Framework
-
[Publication]
TAG: A Tabletop Games Framework
-
[Publication]
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
Self-Adaptive Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
STRATEGA: A General Strategy Games Framework
-
[Publication]
Analysis of Statistical Forward Planning Methods in Pommerman
-
[Publication]
Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Best
-
[Publication]
Project Thyia: A Forever Gameplayer
-
[Publication]
Tackling Sparse Rewards in Real-Time Games with Statistical Forward Planning Methods
-
[Publication]
General Win Prediction from Agent Experience
-
[Publication]
The 2016 Two-Player GVGAI Competition
search-space
-
[Publication]
Game Search Space Design and Representation
self-play
-
[Seminar] 'Self-Play and Zero-Shot (Human-AI) Coordination (in Hanabi)' by Jakob Foerster
seminar
-
[Seminar] 'Can ML help Game Development' by Steve Gaffney and Mark Craig
-
[Seminar] 'Towards generative models of human behaviour' by Tim Pearce
-
[Seminar] 'Playing with Neuroscience' by Paolo Burelli
-
[Seminar] 'Analyzing State Spaces of Atari Games' by Mark Nelson
-
[Seminar] 'Investigating optimum game difficulty using AI' by Joe Cutting
-
[Seminar] 'New Frontiers in Procedural Content Generation' by Antonios Liapis
-
[Seminar] 'Data Science with Ludii' by Matthew Stephenson
-
[Seminar] 'Epistemic Neural Networks' by Vikranth Dwaracherla
-
[Seminar] 'Understanding and measuring perceived challenge in video games' by Alena Denisova
-
[Seminar] 'Sublime Cognition and Strange Tools' by Matthew De Abaitua
-
[Seminar] 'Bayesian reinforcement learning' by Christos Dimitrakakis
-
[Seminar] 'Music Informatics: Measuring and Modelling Music' by Simon Dixon
-
[Seminar] 'Planning and learning' by Piotr Miłoś
-
[Seminar] 'The AI and Games Co-Revolution' by Georgios Yannakakis
-
[Seminar] 'The NetHack Learning Environment' by Tim Rocktäschel
-
[Seminar] 'Towards Adaptive Game-playing Agents' by Niels Justesen
-
[Seminar] 'Factored Value Functions for Cooperative Multi-Agent Reinforcement Learning' by Shimon Whiteson
-
[Seminar] 'Self-Play and Zero-Shot (Human-AI) Coordination (in Hanabi)' by Jakob Foerster
-
[Seminar] 'Squeezer: a Juice prototyping tool for Unity' by Mads Johansen
-
[Seminar] 'General Board Geometry' by Cameron Browne
-
[Seminar] 'Challenges of deep reinforcement learning, and the example of AlphaStar' by Tom Schaul
-
[Seminar] 'Grounded Language Learning in Virtual Environments' by Stephen Clark
-
[Seminar] 'Defining and measuring challenge as player experience in video games' by Alena Denisova
-
[Seminar] 'AlphaGo in Chemistry – Solving Real-World Problems by Means of Game AI Methods' by Mike Preuss
-
[Seminar] 'Evolutionary MCTS for Game AI and Beyond' by Hendrik Baier
-
[Seminar] 'Compressing Space, Warping Perception And Projecting Flowers Onto Cups Of Tea' by Dr Micheal Cook
-
[Seminar] 'TextWorld' by Marc-Alexandre Côté
-
[Seminar] 'Building AI Dialogue Tools for Non-Technical Authors' by Emily Short
-
[Seminar] 'Solving 10×10 Hex' by Ryan Hayward
-
[Seminar] 'Generalisation of Simulation-Based Search for Autonomous Gameplaying' by Alexander Dockhorn
-
[Seminar] 'Agents with internal models' by Theophane Weber
-
[Seminar] 'Advancing Video Game AI With Intrinsically Motivated Reinforcement Learning' by Christian Guckelsberger
-
[Seminar] 'The Blurring of Video Games and Gambling: Daily Fantasy, Esports, Live Streaming, and Loot Boxes' by Dr Mark R. Johnson
-
[Seminar] 'Perfect, Immortal Machines: The Future Of Automated Game Design' by Dr Micheal Cook
-
[Seminar] 'Combining Evolution and Learning' by Chrisantha Fernando (Google DeepMind)
-
[Seminar] 'Computational Creativity and Videogame Design' by Prof. Simon Colton
-
[Seminar] 'Bridge: a new challenge for AI?' by Dr. Véronique Ventos
-
[Seminar] 'Computer Hanabi: Playing Near-Optimally or Learning by Reinforcement ?' by Dr. Bruno Bouzy
social-responsibility
-
[Publication]
The Social Responsibility of Game AI
sparse-rewards
-
[Publication]
Tackling Sparse Rewards in Real-Time Games with Statistical Forward Planning Methods
splendor
-
[Publication]
Rinascimento: searching the behaviour space of Splendor
-
[Publication]
Rinascimento: using event-value functions for playing Splendor
-
[Publication]
Rinascimento: Optimising Statistical Forward Planning Agents for Playing Splendor
-
[Publication]
Game AI Hyperparameter Tuning in Rinascimento
ssci
-
[Publication]
Efficient Noisy Optimisation with the Multi-Sample and Sliding Window Compact Genetic Algorithms
story-telling
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[Seminar] 'Building AI Dialogue Tools for Non-Technical Authors' by Emily Short
strategy
-
[Seminar] 'Towards Adaptive Game-playing Agents' by Niels Justesen
strategy-games
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[Publication]
Generating Diverse and Competitive Play-Styles for Strategy Games
-
[Publication]
Gym-μRTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement Learning
-
[Publication]
Portfolio Search and Optimization for General Strategy Game-Playing
-
[Publication]
Griddly: A platform for AI research in games
-
[Publication]
Generalising Discrete Action Spaces with Conditional Action Trees
-
[Publication]
The Design Of Stratega: A General Strategy Games Framework
-
[Publication]
MCTS Pruning in Turn-Based Strategy Games
-
[Publication]
Does it matter how well I know what you’re thinking? Opponent Modelling in an RTS game
-
[Publication]
STRATEGA: A General Strategy Games Framework
-
[Publication]
Evolving Game State Evaluation Functions for a Hybrid Planning Approach
-
[Publication]
Game AI Research with Fast Planet Wars Variants
style-transfer
-
[Publication]
Evolving Neural Style Transfer Blends
tabletop-games
-
[Publication]
TAG: Terraforming Mars
-
[Publication]
Tabletop Roleplaying Games as Procedural Content Generators
-
[Publication]
Design and Implemenation of TAG: A Tabletop Games Framework
-
[Publication]
TAG: A Tabletop Games Framework
-
[Publication]
TAG: Terraforming Mars
text-game
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[Seminar] 'TextWorld' by Marc-Alexandre Côté
thesis
-
[Publication]
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
-
[Publication]
Intrinsic Motivation in Computational Creativity Applied to Videogames
tile-matching
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[Publication]
A General Language for Matching Tile Games
-
[Seminar] 'Squeezer: a Juice prototyping tool for Unity' by Mads Johansen
-
[Publication]
Practical Game Design Tool: State Explorer
-
[Publication]
Casual Creators in the Wild: A Typology of Commercial Generative Creativity Support Tools
-
[Publication]
Mek: Mechanics Prototyping Tool for 2D Tile-Based Turn-Based Deterministic Games
tree-search
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[Seminar] 'Bayesian reinforcement learning' by Christos Dimitrakakis
tribes
-
[Publication]
Generating Diverse and Competitive Play-Styles for Strategy Games
-
[Publication]
Tribes: A New Turn-Based Strategy Game for AI
-
[Publication]
MCTS Pruning in Turn-Based Strategy Games
tutorial
-
General Video Game AI tutorial at QMUL GradFest 2018
two-player
-
[Publication]
The 2016 Two-Player GVGAI Competition
unity
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[Seminar] 'Squeezer: a Juice prototyping tool for Unity' by Mads Johansen
virtual-environments
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[Seminar] 'Grounded Language Learning in Virtual Environments' by Stephen Clark
visualisation
-
[Publication]
Practical Game Design Tool: State Explorer
-
[Publication]
Mek: Mechanics Prototyping Tool for 2D Tile-Based Turn-Based Deterministic Games
-
[Publication]
VERTIGO: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI
visuals
-
[Seminar] 'Squeezer: a Juice prototyping tool for Unity' by Mads Johansen
walking-simulator
-
[Publication]
The Road Less Travelled: Trying And Failing To Generate Walking Simulators
war-games
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[Publication]
AI and Wargaming
win-prediction
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[Publication]
General Win Prediction from Agent Experience