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Marc J. V. Ponsen

dblp:06/356 · DBLP profile ↗
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7ranked-venue papers
4as first author
0since 2021 · last 2011
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 6 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorSoftware engineering, systems software and programming languages · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
2 papers
Reinforcement learning · 49% Probabilistic and Bayesian machine learning · 26% Knowledge representation and reasoning · 25%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling
0.112008
Bayes-Relational Learning of Opponent Models from Incomplete Information in No-Limit Poker · AAAI 2008
Knowledge, reasoning and agents › Knowledge representation and reasoning › knowledge acquisition
domain knowledge acquisition
0.112005
Automatically Acquiring Domain Knowledge For Adaptive Game AI Using Evolutionary Learning · AAAI 2005
Knowledge, reasoning and agents › Knowledge representation and reasoning
relational learning
0.012008
Bayes-Relational Learning of Opponent Models from Incomplete Information in No-Limit Poker · AAAI 2008
Machine learning › Reinforcement learning › population-based learning
evolutionary learning
0.012005
Automatically Acquiring Domain Knowledge For Adaptive Game AI Using Evolutionary Learning · AAAI 2005

Methods — techniques the papers use, named apart from their topics

relational learning · 0.1bayesian network · 0.1evolutionary learning · 0.1
YearPublicationVenuePosition
2011 Computing Approximate Nash Equilibria and Robust Best-Responses Using Sampling
Marc J. V. Ponsen, Steven de Jong, Marc Lanctot
J. Artif. Intell. Res.1
2009 Effective and Diverse Adaptive Game AI
abstract
Adaptive techniques tend to converge to a single optimum. For adaptive game AI, such convergence is often undesirable, as repetitive game AI is considered to be uninteresting for players. In this paper, we propose a method for automatically learning diverse but effective macros that can be used as components of adaptive game AI scripts. Macros are learned by a cross-entropy method (CEM). This is a selection-based optimization method that, in our experiments, maximizes an interestingness measure. We demonstrate the approach in a computer role-playing game (CRPG) simulation with two duelling wizards, one of which is controlled by an adaptive game AI technique called “dynamic scripting.” Our results show that the macros that we learned manage to increase both adaptivity and diversity of the scripts generated by dynamic scripting, while retaining playing strength.
István Szita, Marc J. V. Ponsen, Pieter Spronck
IEEE Trans. Comput. Intell. AI Games2
2008 Bayes-Relational Learning of Opponent Models from Incomplete Information in No-Limit Poker
Marc J. V. Ponsen, Jan Ramon, Tom Croonenborghs, Kurt Driessens, Karl Tuyls
AAAI1
2007 Knowledge acquisition for adaptive game AI
Marc J. V. Ponsen, Pieter Spronck, Hector Muñoz-Avila, David W. Aha
Sci. Comput. Program.1
2006 Adaptive game AI with dynamic scripting
Pieter Spronck, Marc J. V. Ponsen, Ida G. Sprinkhuizen-Kuyper, Eric O. Postma
Mach. Learn.2
2005 Automatically Acquiring Domain Knowledge For Adaptive Game AI Using Evolutionary Learning
Marc J. V. Ponsen, Hector Muñoz-Avila, Pieter Spronck, David W. Aha
AAAI1
2005 Learning to Win: Case-Based Plan Selection in a Real-Time Strategy Game
David W. Aha, Matthew Molineaux, Marc J. V. Ponsen
ICCBR3