Demo Data from VLDB 2026 / reviewers in the wild / expert
Spyridon Samothrakis
dblp:16/9838 · also Spyros Samothrakis
· DBLP profile ↗
38ranked-venue papers
10as first author
12since 2021 · last 2025
0000-0003-1902-9690ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 30 · 8 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 2 since 2021Databases, data management, data science and information retrieval · 4 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 3Theory of computation · 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
4 papers |
Deep learning architectures and training · 55% Generative modeling · 18% Reinforcement learning · 11% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational social science and digital humanities · 100% |
Topics — the 5 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Deep learning architectures and training
data augmentation |
0.4 | 1 | 2020 | Textual Data Augmentation for Efficient Active Learning on Tiny Datasets · EMNLP (1) 2020 |
Machine learning › Generative modeling › synthetic data generation
text data augmentation |
0.4 | 1 | 2020 | Textual Data Augmentation for Efficient Active Learning on Tiny Datasets · EMNLP (1) 2020 |
Machine learning › Deep learning architectures and training
convolutional neural network |
0.3 | 1 | 2017 | Convolutional-Match Networks for Question Answering · IJCAI 2017 |
Knowledge, reasoning and agents › Multi-agent systems › autonomous agents
game-playing agents |
0.2 | 1 | 2016 | General Video Game AI: Competition, Challenges and Opportunities · AAAI 2016 |
Machine learning › Efficient and distributed learning
active learning |
0.1 | 1 | 2020 | Textual Data Augmentation for Efficient Active Learning on Tiny Datasets · EMNLP (1) 2020 |
Methods — techniques the papers use, named apart from their topics
reparameterization · 0.6deep learning · 0.6cascade untangling · 0.6monte carlo tree search · 0.4language generation model · 0.4entropy · 0.4economic analysis · 0.3weight sharing · 0.3memory network · 0.3attention mechanism · 0.3general game playing · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Environment Descriptions for Usability and Generalisation in Reinforcement LearningabstractThe majority of current reinforcement learning (RL) research involves training and deploying agents in environments that are implemented by engineers in general-purpose programming languages and more advanced frameworks such as CUDA or JAX. This makes the application of RL to novel problems of interest inaccessible to small organisations or private individuals with insufficient engineering expertise. This position paper argues that, to enable more widespread adoption of RL, it is important for the research community to shift focus towards methodologies where environments are described in user-friendly domain-specific or natural languages. Aside from improving the usability of RL, such language-based environment descriptions may also provide valuable context and boost the ability of trained agents to generalise to unseen environments within the set of all environments that can be described in any language of choice. Dennis J. N. J. Soemers, Spyridon Samothrakis, Kurt Driessens, Mark H. M. Winands |
ICAART (3) | 2 |
| 2025 | AI Agents and Agentic Systems: A Multi-Expert AnalysisabstractThe emergence of AI agents and agentic systems represents a significant milestone in artificial intelligence, enabling autonomous systems to operate, learn, and collaborate in complex environments with minimal human intervention. This paper, drawing on multi-expert perspectives, examines the potential of AI agents and agentic systems to reshape industries by decentralizing decision-making, redefining organizational structures, and enhancing cross-functional collaboration. Specific applications include healthcare systems capable of creating adaptive treatment plans, supply chain agents that predict and address disruptions in real-time, and business process automation that reallocates tasks from humans to AI, improving efficiency and innovation. However, the integration of these systems raises critical challenges, including issues of attribution and shared accountability in decision-making, compatibility with legacy systems, and addressing biases in AI-driven processes. The paper concludes that while agentic systems hold immense promise, robust governance frameworks, cross-industry collaboration, and interdisciplinary research into ethical design are essential. Future research should explore adaptive workforce reskilling strategies, transparent accountability mechanisms, and energy-efficient deployment models to ensure ethical and scalable implementation. David Laurie Hughes, Yogesh Kumar Dwivedi, F. Tegwen Malik, Mazen Shawosh, Mousa Albashrawi, Il Jeon, Vincent Dutot, Mandanna Appanderanda, Tom Crick, Rahul De', Mark Fenwick, Madugoda Gunaratnege Senali, Paulius Jurcys, Arpan Kumar Kar, Nir Kshetri, Keyao Li, Laizah Sashah Mutasa, Spyridon Samothrakis, Michael R. Wade, Paul Walton |
J. Comput. Inf. Syst. | 18 |
| 2025 | Neurocontrol for fixed-length trajectories in environments with soft barriersabstractIn this paper we present three neurocontrol problems where the analytic policy gradient via back-propagation through time is used to train a simulated agent to maximise a polynomial reward function in a simulated environment. If the environment includes terminal barriers (e.g. solid walls) which terminate the episode whenever the agent touches them, then we show learning can get stuck in oscillating limit cycles, or local minima. Hence we propose to use fixed-length trajectories, and change these barriers into soft barriers, which the agent may pass through, while incurring a significant penalty cost. We demonstrate that the presence of soft barriers can have the drawback of causing exploding learning gradients. Furthermore, the strongest learning gradients often appear at inappropriate parts of the trajectory, where control of the system has already been lost. When combined with modern adaptive optimisers, this combination of exploding gradients and inappropriate learning often causes learning to grind to a halt. We propose ways to avoid these difficulties; either by careful gradient clipping, or by smoothly truncating the gradients of the soft barriers' polynomial cost functions. We argue that this enables the learning algorithm to avoid exploding gradients, and also to concentrate on the most important parts of the trajectory, as opposed to parts of the trajectory where control has already been irreversibly lost. Michael Fairbank, Danil V. Prokhorov, David Barragan-Alcantar, Spyridon Samothrakis |
Neural Networks | 4 |
| 2024 | Games of Knightian Uncertainty as AGI testbedsabstractArguably, for the latter part of the late 20th and early 21 st centuries, games have been seen as the drosophila of AI. Games are a set of exciting testbeds, whose solutions (in terms of identifying optimal players) would lead to machines that would possess some form of general intelligence, or at the very least help us gain insights toward building intelligent machines. Following impressive successes in traditional board games like Go, Chess, and Poker, but also video games like the Atari 2600 collection, it is clear that this is not the case. Games have been attacked successfully, but we are nowhere near AGI developments (or, as harsher critics might say, useful AI developments!). In this short vision paper, we argue that for game research to become again relevant to the AGI pathway, we need to be able to address Knightian uncertainty in the context of games, i.e. agents need to be able to adapt to rapid changes in game rules on the fly with no warning, no previous data, and no model access. Spyridon Samothrakis, Dennis J. N. J. Soemers, Damian Machlanski |
CoG | 1 |
| 2024 | Contextual reinforcement learning for supply chain managementabstractEfficient generalisation in supply chain inventory management is challenging due to a potential mismatch between the model optimised and objective reality. It is hard to know how the real world is configured and, thus, hard to train an agent optimally for it. We address this problem by combining offline training and online adaptation. Agents were trained offline using data from all possible environmental configurations, termed contexts. During an online adaptation phase, agents search for the context maximising rewards. Agents adapted online rapidly and achieved performance close to knowing the context a-priori. In particular, they acted optimally without inferring the correct context, but by finding a suitable one for reward maximisation. By enabling agents to leverage off-line training and online adaptation, we improve their efficiency and effectiveness in unknown environments. The methodology has broader potential applications and contributes to making RL algorithms useful in practical scenarios. We have released the code for this paper under https://github.com/abatsis/supply_chain_few_shot_RL. Alex Batsis, Spyridon Samothrakis |
Expert Syst. Appl. | 2 |
| 2024 | STEP: A Framework for Automated Point Cost EstimationabstractIn miniature wargames, such asWarhammer 40k, players control asymmetrical armies, which include multiple units of different types and strengths. These games often use point costs to balance the armies. Each unit is assigned a point cost, and players have a budget they can spend on units. Calculating accurate point costs can be a tedious manual process, with iterative playtests required. If these point costs do not represent a units true power, the game can get unbalanced as overpowered units can have low point costs. In our previous paper, we proposed an automated way of estimating the point costs using a linear regression approach. We used a turn-based asymmetrical wargame calledWizard Warsto test our methods. Players were simulated using Monte Carlo tree search, using different heuristics to represent playstyles. We presented six variants of our method, and show that one method was able to reduce the unbalanced nature of the game by almost half. For this article, we introduce a framework called simple testing and evaluation of points, which allows for further and more granular analysis of point cost estimating methods, by providing a fast, simple, and configurable framework to test methods with. Finally, we compare how our methods do inWizard Warsagainst expertly chosen point costs. George E. M. Long, Diego Perez Liebana, Spyridon Samothrakis |
IEEE Trans. Games | 3 |
| 2023 | Balancing Wargames through Predicting Unit Point CostsabstractIn tactical wargames, such as Warhammer 40K, two or more players control asymmetrical armies that include multiple units of different types and strengths. In these type of games, unit are assigned point costs, which are used to ensure that all players will control armies of similar strength. Players are provided with a total budget of points they can spend to purchase units that will be part of their army lists. Calculating the point value of individual units is a tedious manual process, which often requires long play-testing sessions and iterations of adjustments. In this paper, we propose an automated way of predicting these point costs using a linear regression approach. We use a multi-unit, turn-based, non-balanced game that has three asymmetric armies. We use Monte Carlo Tree Search agents to simulate the players, using different heuristics to emulate playing strategies. We present six different variants of our unit-point prediction algorithm, and we show how our best variant is able to almost reduce the unbalanced nature of the game by half. George E. M. Long, Diego Perez Liebana, Spyridon Samothrakis |
CoG | 3 |
| 2023 | Extracting tactics learned from self-play in general gamesabstractLocal, spatial state-action features can be used to effectively train linear policies from self-play in a wide variety of board games. Such policies can play games directly, or be used to bias tree search agents. However, the resulting feature sets can be large, with a significant amount of overlap and redundancies between features. This is a problem for two reasons. Firstly, large feature sets can be computationally expensive, which reduces the playing strength of agents based on them. Secondly, redundancies and correlations between features impair the ability for humans to analyse, interpret, or understand tactics learned by the policies. We look towards decision trees for their ability to perform feature selection, and serve as interpretable models. Previous work on distilling policies into decision trees uses states as inputs, and distributions over the complete action space as outputs. In contrast, we propose and evaluate a variety of decision tree types, which take state-action pairs as inputs, and provide various different types of outputs on a per-action basis. An empirical evaluation over 43 different board games is presented, and two of those games are used as case studies where we attempt to interpret the discovered features. Dennis J. N. J. Soemers, Spyridon Samothrakis, Éric Piette, Matthew Stephenson 0001 |
Inf. Sci. | 2 |
| 2022 | Enhancing Task-Specific Distillation in Small Data Regimes through Language GenerationabstractLarge-scale pretrained language models have led to significant improvements in Natural Language Processing. Unfortunately, they come at the cost of high computational and storage requirements that complicate their deployment on low-resource devices. This issue can be addressed by distilling knowledge from larger models to smaller ones through pseudo-labels on task-specific datasets. However, this can be difficult for tasks with very limited data. To overcome this challenge, we present a novel approach where knowledge can be distilled from a teacher model to a student model through the generation of synthetic data. For this to be done, we first fine-tune the teacher and student models, as well as a Natural Language Generation (NLG) model, on the target task dataset. We then let both student and teacher work together to condition the NLG model to generate examples that can enhance the performance of the student. We tested our approach on two data generation methods: a) Targeted generation using the Monte Carlo Tree Search (MCTS) algorithm, and b) A Non-Targeted Text Generation (NTTG) method. We evaluate the effectiveness of our approaches against a baseline that uses the BERT model for data augmentation through random word replacement. By testing this approach on the SST-2, MRPC, YELP-2, DBpedia, and TREC-6 datasets, we consistently witnessed considerable improvements over the word-replacement baseline. Husam Quteineh, Spyridon Samothrakis, Richard F. E. Sutcliffe |
COLING | 2 |
| 2022 | Grokking-like effects in counterfactual inferenceabstractWe show that a typical neural network, which ignores any covariate/feature re-balancing, can be as effective as any explicit counterfactual method. We adopt the architecture of TARNet—a simple neural network with two heads (one for treatment, one for control) which is trained with a relatively high batch size. Combined with ensemble methods, this produces competitive results in four counterfactual inference benchmarks: IHDP, NEWS, JOBS, and TWINS. Our results indicate that relatively simple methods might be good enough for counterfactual prediction, with quality constraints coming from hyperparameter tuning. Our analysis indicates that the reason behind the observed phenomenon might be “grokking”, a recently developed theory. Spyridon Samothrakis, Ana Matran-Fernandez, Umar I. Abdullahi, Michael Fairbank, Maria Fasli |
IJCNN | 1 |
| 2022 | Deep Learning in Target SpaceabstractDeep learning uses neural networks which are parameterised by their weights. The neural networks are usually trained by tuning the weights to directly minimise a given loss function. In this paper we propose to re-parameterise the weights into targets for the firing strengths of the individual nodes in the network. Given a set of targets, it is possible to calculate the weights which make the firing strengths best meet those targets. It is argued that using targets for training addresses the problem of exploding gradients, by a process which we call cascade untangling, and makes the loss-function surface smoother to traverse, and so leads to easier, faster training, and also potentially better generalisation, of the neural network. It also allows for easier learning of deeper and recurrent network structures. The necessary conversion of targets to weights comes at an extra computational expense, which is in many cases manageable. Learning in target space can be combined with existing neural-network optimisers, for extra gain. Experimental results show the speed of using target space, and examples of improved generalisation, for fully-connected networks and convolutional networks, and the ability to recall and process long time sequences and perform natural-language processing with recurrent networks. Michael Fairbank, Spyridon Samothrakis, Luca Citi |
J. Mach. Learn. Res. | 2 |
| 2022 | A Comparison of Self-Play Algorithms Under a Generalized FrameworkabstractThe notion of self-play, albeit often cited in multiagent reinforcement learning as a process by which to train agent policies from scratch, has received little efforts to be taxonomized within a formal model. We present a formalized framework, with clearly defined assumptions, which encapsulates the meaning of self-play as abstracted from various existing self-play algorithms. This framework is framed as an approximation to a theoretical solution concept for multiagent training. Through a novel qualitative visualization metric, on a simple environment, we show that different self-play algorithms generate different distributions of episode trajectories, leading to different explorations of the policy space by the learning agents. Quantitatively, on two environments, we analyze the learning dynamics of policies trained under different self-play algorithms captured under our framework and perform cross self-play performance comparisons. Our results indicate that, throughout training, various widely used self-play algorithms exhibit cyclic policy evolutions and that the choice of self-play algorithm significantly affects the final performance of trained agents. Daniel Hernández 0008, Kevin Denamganaï, Sam Devlin, Spyridon Samothrakis, James Alfred Walker |
IEEE Trans. Games | 4 |
| 2020 | Causal Inference with Correlation AlignmentabstractEstimating the effect of an intervention (i.e. causal inference) is a fundamental problem in fields like medicine, e-commerce, government (among others). An ideal approach requires experimental data, which is often hard to find or collect. Observational data on the other hand is in abundance, but contains systematic bias posing a great challenge for this task. In this paper, we introduce the use of two methods pioneered in domain adaptation: Euclidean and non-Euclidean correlation alignment in the context of causal inference. We evaluate their performance using widely used datasets and our results perform favourably against the current state of the art. Umar I. Abdullahi, Spyridon Samothrakis, Maria Fasli |
IEEE BigData | 2 |
| 2020 | Applications of Artificial Intelligence in Live Action Role-Playing Games (LARP)abstractLive Action Role-Playing (LARP) games and similar experiences are becoming a popular game genre. Here, we discuss how artificial intelligence techniques, particularly those commonly used in AI for Games, could be applied to LARP. We discuss the specific properties of LARP that make it a surprisingly suitable application field, and provide a brief overview of some existing approaches. We then outline several directions where utilizing AI seems beneficial, by both making LARPs easier to organize, and by enhancing the player experience with elements not possible without AI. Christoph Salge, Emily Short, Mike Preuss, Spyridon Samothrakis, Pieter Spronck |
CoG | 4 |
| 2020 | Textual Data Augmentation for Efficient Active Learning on Tiny DatasetsabstractIn this paper we propose a novel data augmentation approach where guided outputs of a language generation model, e.g.GPT-2, when labeled, can improve the performance of text classifiers through an active learning process.We transform the data generation task into an optimization problem which maximizes the usefulness of the generated output, using Monte Carlo Tree Search (MCTS) as the optimization strategy and incorporating entropy as one of the optimization criteria.We test our approach against a Non-Guided Data Generation (NGDG) process that does not optimize for a reward function.Starting with a small set of data, our results show an increased performance with MCTS of 26% on the TREC-6 Questions dataset, and 10% on the Stanford Sentiment Treebank SST-2 dataset.Compared with NGDG, we are able to achieve increases of 3% and 5% on TREC-6 and SST-2. Husam Quteineh, Spyridon Samothrakis, Richard F. E. Sutcliffe |
EMNLP (1) | 2 |
| 2020 | Single-Trial EEG Classification with EEGNet and Neural Structured Learning for Improving BCI PerformanceabstractResearch and development of new machine learning techniques to augment the performance of Brain-computer Interfaces (BCI) have always been an open area of interest among researchers. The need to develop robust and generalised classifiers has been one of the vital requirements in BCI for realworld application. EEGNet is a compact CNN model that had been reported to be generalised for different BCI paradigms. In this paper, we have aimed at further improving the EEGNet architecture by employing Neural Structured Learning (NSL) that taps into the relational information within the data to regularise the training of the neural network. This would allow the EEGNet to make better predictions while maintaining the structural similarity of the input. In addition to better performance, the combination of EEGNet and NSL is more robust, works well with smaller training samples and requires on separate feature engineering, thus saving the computational cost. The proposed approach had been tested on two standard motor imagery datasets: the first being a two-class motor imagery dataset from Graz University and the second is the 4-class Dataset 2a from BCI competition 2008. The accuracy has shown that our combined EEGNet an NSL approach is superior to the sole EEGNet model. Haider Raza, Saugat Bhattacharyya, Spyridon Samothrakis |
IJCNN | 4 |
| 2019 | Active learning without unlabeled samples: generating questions and labels using Monte Carlo Tree SearchabstractClassification of short texts (e.g. reviews, sentences) is a well-defined task, usually attempted in regimes where data is abundant. This is, however, not always the case. Limited data availability is very common in industrial settings and seriously hinders the performance of any classification task-it is not always obvious how to perform data augmentation. In this work, we apply the Recurrent Neural Network and Monte Carlo Tree Search (MCTS) to generate unlabelled questions. We use Human-In-the-Loop to help decide whether 1) the generated questions are meaningful or not 2) label them into correct categories. We show that generated data leads to improved classification performance in comparison to the vanilla dataset. Sathish K. SankarPandi, Spyridon Samothrakis, Luca Citi, Peter Brady |
IEEE BigData | 2 |
| 2019 | A Generalized Framework for Self-Play TrainingabstractThroughout scientific history, overarching theoretical frameworks have allowed researchers to grow beyond personal intuitions and culturally biased theories. They allow to verify and replicate existing findings, and to link disconnected results. The notion of self-play, albeit often cited in multiagent Reinforcement Learning, has never been grounded in a formal model. We present a formalized framework, with clearly defined assumptions, which encapsulates the meaning of self-play as abstracted from various existing self-play algorithms. This framework is framed as an approximation to a theoretical solution concept for multiagent training. On a simple environment, we qualitatively measure how well a subset of the captured self-play methods approximate this solution when paired with the famous PPO algorithm. The results indicate that throughout training the trained policies exhibit cyclic evolutions, showing that self-play research is still at an early stage. Daniel Hernández 0008, Kevin Denamganaï, Alex Yuan Gao, Peter York, Sam Devlin, Spyridon Samothrakis, James Alfred Walker |
CoG | 6 |
| 2019 | Neuroevolution Strategies for Word Embedding Adaptation in Text Adventure GamesabstractWord embeddings have gained popularity in many Natural Language Processing (NLP) tasks. They can encode general semantic relationship between words, and hence provide benefits in many downstream tasks when used as a knowledge base. However, they still suffer from morphological ambiguity as the trained vectors do not share representations at the subword level. In this report, we propose a new architecture that uses neuroevolution to fine-tune pre-trained word embeddings for the challenging task of playing text-based games. We fit this architecture into an existing game agent and evaluate its performance on six text-based games. Experimental results show that the proposed fine-tuning architecture may significantly mitigate the effect of morphological ambiguity to enable our game agent to reduce the total number of steps required to generate valid actions and perform well in these games. Vivan Raaj Rajalingam, Spyridon Samothrakis |
CoG | 2 |
| 2019 | Bagging Adversarial Neural Networks for Domain Adaptation in Non-Stationary EEGabstractA major issue in bringing real-world applications of machine learning outside the laboratory is the difference in the data distributions between training and testing stages or domains. The diverging statistical properties in different domains can lead to decay the prediction performance. The technical term for a change in the distribution of features is covariate shift, which also happens to be a common challenge in electroencephalogram (EEG) based brain-computer interface (BCI); this is due to the presence of non-stationarities in the EEG signals. It is also the case that collecting and labelling samples is expensive, resulting in small datasets that are not in tune with the "big data" spirit that is the characteristic of the era. In this paper, we introduce a new method that handles domain adaptation in small datasets; the method combines elements of unsupervised domain adaptation with ensemble methods. We evaluate on real-world datasets corresponding to motor-imagery detection (BCI competition 2008 dataset 2A). The method produces state of the art results. Haider Raza, Spyridon Samothrakis |
IJCNN | 2 |
| 2018 | Viewpoint: Artificial Intelligence and LabourabstractThe welfare of modern societies has been intrinsically linked to wage labour. With some exceptions, the modern human has to sell her labour-power to be able reproduce biologically and socially. Thus, a lingering fear of technological unemployment features predominately as a theme among Artificial Intelligence researchers. In this short paper we show that, if past trends are anything to go by, this fear is irrational. On the contrary, we argue that the main problem humanity will be facing is the normalisation of extremely long working hours. Spyridon Samothrakis |
IJCAI | 1 |
| 2017 | Convolutional-Match Networks for Question AnsweringabstractIn this paper, we present a simple, yet effective, attention and memory mechanism that is reminiscent of Memory Networks and we demonstrate it in question-answering scenarios. Our mechanism is based on four simple premises: a) memories can be formed from word sequences by using convolutional networks; b) distance measurements can be taken at a neuronal level; c) a recursive softmax function can be used for attention; d) extensive weight sharing can help profoundly. We achieve state-of-the-art results in the bAbI tasks, outperforming both Memory Networks and the Differentiable Neural Computer, both in terms of accuracy and stability (i.e. variance) of results. Spyridon Samothrakis, Tom Vodopivec, Michael Fairbank, Maria Fasli |
IJCAI | 1 |
| 2017 | On Monte Carlo Tree Search and Reinforcement LearningabstractFuelled by successes in Computer Go, Monte Carlo tree search (MCTS) has achieved widespread adoption within the games community. Its links to traditional reinforcement learning (RL) methods have been outlined in the past; however, the use of RL techniques within tree search has not been thoroughly studied yet. In this paper we re-examine in depth this close relation between the two fields; our goal is to improve the cross-awareness between the two communities. We show that a straightforward adaptation of RL semantics within tree search can lead to a wealth of new algorithms, for which the traditional MCTS is only one of the variants. We confirm that planning methods inspired by RL in conjunction with online search demonstrate encouraging results on several classic board games and in arcade video game competitions, where our algorithm recently ranked first. Our study promotes a unified view of learning, planning, and search. Tom Vodopivec, Spyridon Samothrakis, Branko Ster |
J. Artif. Intell. Res. | 2 |
| 2017 | Default policies for global optimisation of noisy functions with severe noise
Spyridon Samothrakis, Maria Fasli, Diego Perez Liebana, Simon M. Lucas |
J. Glob. Optim. | 1 |
| 2016 | General Video Game AI: Competition, Challenges and OpportunitiesabstractThe General Video Game AI framework and competition pose the problem of creating artificial intelligence that can play a wide, and in principle unlimited, range of games. Concretely, it tackles the problem of devising an algorithm that is able to play any game it is given, even if the game is not known a priori. This area of study can be seen as an approximation of General Artificial Intelligence, with very little room for game-dependent heuristics. This short paper summarizes the motivation, infrastructure, results and future plans of General Video Game AI, stressing the findings and first conclusions drawn after two editions of our competition, and outlining our future plans. Diego Perez Liebana, Spyridon Samothrakis, Julian Togelius, Tom Schaul, Simon M. Lucas |
AAAI | 2 |
| 2016 | Match memory recurrent networksabstractImbuing neural networks with memory and attention mechanisms allows for better generalisation with fewer data samples. By focusing only on the relevant parts of data, which is encoded in an internal “memory” format, the network is able to infer better and more reliable patterns. Most neuronal attention mechanisms are based on internal networks structures that impose a similarity metric (e.g., dot-product), followed by some (soft-)max operator. In this paper, we propose a novel attention method based on a function between neuron activities, which we term a “match function”, which is augmented by a recursive softmax function. We evaluate the algorithm on the bAbI question answering dataset and show that it has stronger performance when only one memory hop is used in both terms of average score and in terms the number of solved questions. Furthermore, with three memory hops, our algorithm can solve 12/20 benchmark questions using 1000 training samples per task. This is an improvement on the previous state of the art of 9/20 solved questions, which was held by end-to-end memory networks. Spyridon Samothrakis, Tom Vodopivec, Maria Fasli, Michael Fairbank |
IJCNN | 1 |
| 2016 | The 2014 General Video Game Playing CompetitionabstractThis paper presents the framework, rules, games, controllers, and results of the first General Video Game Playing Competition, held at the IEEE Conference on Computational Intelligence and Games in 2014. The competition proposes the challenge of creating controllers for general video game play, where a single agent must be able to play many different games, some of them unknown to the participants at the time of submitting their entries. This test can be seen as an approximation of general artificial intelligence, as the amount of game-dependent heuristics needs to be severely limited. The games employed are stochastic real-time scenarios (where the time budget to provide the next action is measured in milliseconds) with different winning conditions, scoring mechanisms, sprite types, and available actions for the player. It is a responsibility of the agents to discover the mechanics of each game, the requirements to obtain a high score and the requisites to finally achieve victory. This paper describes all controllers submitted to the competition, with an in-depth description of four of them by their authors, including the winner and the runner-up entries of the contest. The paper also analyzes the performance of the different approaches submitted, and finally proposes future tracks for the competition. Diego Perez Liebana, Spyridon Samothrakis, Julian Togelius, Tom Schaul, Simon M. Lucas, Adrien Couëtoux, Jerry Lee, Chong-U Lim, Tommy Thompson |
IEEE Trans. Comput. Intell. AI Games | 2 |
| 2016 | Predicting Dominance Rankings for Score-Based GamesabstractGame competitions may involve different player roles and be score-based rather than win/loss based. This raises the issue of how best to draw opponents for matches in ongoing competitions, and how best to rank the players in each role. An example is the Ms Pac-Man versus Ghosts Competition which requires competitors to develop software controllers to take charge of the game's protagonists: participants may develop software controllers for either or both Ms Pac-Man and the team of four ghosts. In this paper, we compare two ranking schemes for win-loss games, Bayes Elo and Glicko. We convert the game into one of win-loss (“dominance”) by matching controllers of identical type against the same opponent in a series of pair-wise comparisons. This implicitly creates a “solution concept” as to what a constitutes a good player. We analyze how many games are needed under two popular ranking algorithms, Glicko and Bayes Elo, before one can infer the strength of the players, according to our proposed solution concept, without performing an exhaustive evaluation. We show that Glicko should be the method of choice for online score-based game competitions. Spyridon Samothrakis, Diego Perez Liebana, Simon M. Lucas, Philipp Rohlfshagen |
IEEE Trans. Comput. Intell. AI Games | 1 |
| 2015 | Multiobjective Monte Carlo Tree Search for Real-Time GamesabstractMultiobjective optimization has been traditionally a matter of study in domains like engineering or finance, with little impact on games research. However, action-decision based on multiobjective evaluation may be beneficial in order to obtain a high quality level of play. This paper presents a multiobjective Monte Carlo tree search algorithm for planning and control in real-time game domains, those where the time budget to decide the next move to make is close to 40 ms. A comparison is made between the proposed algorithm, a single-objective version of Monte Carlo tree search and a rolling horizon implementation of nondominated sorting evolutionary algorithm II (NSGA-II). Two different benchmarks are employed, deep sea treasure (DST) and the multiobjective physical traveling salesman problem (MO-PTSP). Using the same heuristics on each game, the analysis is focused on how well the algorithms explore the search space. Results show that the algorithm proposed outperforms NSGA-II. Additionally, it is also shown that the algorithm is able to converge to different optimal solutions or the optimal Pareto front (if achieved during search). Diego Perez Liebana, Sanaz Mostaghim, Spyridon Samothrakis, Simon M. Lucas |
IEEE Trans. Comput. Intell. AI Games | 3 |
| 2014 | The 2013 Multi-objective Physical Travelling Salesman Problem CompetitionabstractThis paper presents the game, framework, rules and results of the Multi-objective Physical Travelling Salesman Problem (MO-PTSP) Competition, that was held at the 2013 IEEE Conference on Computational Intelligence in Games (CIG). The MO-PTSP is a real-time game that can be seen as a modification of the Travelling Salesman Problem, where the player controls a ship that must visit a series of waypoints in a maze while minimizing three opposing goals: time spent, fuel consumed and damage taken. The rankings of the competition are computed using multi-objective concepts, a novel approach in the field of game artificial intelligence competitions. The winning entry of the contest is also explained in detail. This controller is based on the Monte Carlo Tree Search algorithm, and employed Covariance Matrix Adaptation Evolution Strategy (CMA-ES) for parameter tuning. Diego Perez Liebana, Edward J. Powley, Daniel Whitehouse, Spyridon Samothrakis, Simon M. Lucas, Peter I. Cowling |
IEEE Congress on Evolutionary Computation | 4 |
| 2014 | Fast Evolutionary Adaptation for Monte Carlo Tree Search
Simon M. Lucas, Spyridon Samothrakis, Diego Perez Liebana |
EvoApplications | 2 |
| 2014 | Solving the Physical Traveling Salesman Problem: Tree Search and Macro ActionsabstractThis paper presents a number of approaches for solving a real-time game consisting of a ship that must visit a number of waypoints scattered around a 2-D maze full of obstacles. The game, the Physical Traveling Salesman Problem (PTSP), which featured in two IEEE conference competitions during 2012, provides a good balance between long-term planning (finding the optimal sequence of waypoints to visit), and short-term planning (driving the ship in the maze). This paper focuses on the algorithm that won both PTSP competitions: it takes advantage of the physics of the game to calculate the optimal order of waypoints, and it employs Monte Carlo tree search (MCTS) to drive the ship. The algorithm uses repetitions of actions (macro actions) to reduce the search space for navigation. Variations of this algorithm are presented and analyzed, in order to understand the strength of each one of its constituents and to comprehend what makes such an approach the best controller found so far for the PTSP. Diego Perez Liebana, Edward J. Powley, Daniel Whitehouse, Philipp Rohlfshagen, Spyridon Samothrakis, Peter I. Cowling, Simon M. Lucas |
IEEE Trans. Comput. Intell. AI Games | 5 |
| 2014 | Automated Map Generation for the Physical Traveling Salesman ProblemabstractThis paper presents a method for generating complex problems that allow multiple nonobvious solutions for the physical traveling salesman problem (PTSP). PTSP is a single-player game adaptation of the classical traveling salesman problem that makes use of a simple physics model: the player has to visit a number of waypoints as quickly as possible by navigating a ship in real time across an obstacle-filled 2-D map. The difficulty of this game depends on the distribution of waypoints and obstacles across the 2-D plane. Due to the physics of the game, the shortest route is not necessarily the fastest, as the ship's momentum makes it difficult to turn sharply at high speed. This paper proposes an evolutionary approach to obtaining maps where the optimal solution is not immediately obvious. In particular, any optimal route for these maps should differ distinctively from: 1) the optimal distance-based TSP route and 2) the route that corresponds to always approaching the nearest waypoint first. To achieve this, the evolutionary algorithm covariance matrix adaptation-evolutionary strategy (CMA-ES) is employed, where maps, indirectly represented as vectors of real numbers, are evolved to differentiate maximally between a game-playing agent that follows two or more different routes. The results presented in this paper show that CMA-ES is able to generate maps that fulfil the desired conditions. Diego Perez Liebana, Julian Togelius, Spyridon Samothrakis, Philipp Rohlfshagen, Simon M. Lucas |
IEEE Trans. Evol. Comput. | 3 |
| 2013 | Rolling horizon evolution versus tree search for navigation in single-player real-time gamesabstractIn real-time games, agents have limited time to respond to environmental cues. This requires either a policy defined up-front or, if one has access to a generative model, a very efficient rolling horizon search. In this paper, different search techniques are compared in a simple, yet interesting, real-time game known as the Physical Travelling Salesman Problem (PTSP).We introduce a rolling horizon version of a simple evolutionary algorithm that handles macro-actions and compare it against Monte Carlo Tree Search (MCTS), an approach known to perform well in practice, as well as random search. The experimental setup employs a variety of settings for both the action space of the agent as well as the algorithms used. We show that MCTS is able to handle very fine-grained searches whereas evolution performs better as we move to coarser-grained actions; the choice of algorithm becomes irrelevant if the actions are even more coarse-grained. We conclude that evolutionary algorithms can be a viable and competitive alternative to MCTS. Diego Perez Liebana, Spyridon Samothrakis, Simon M. Lucas, Philipp Rohlfshagen |
GECCO | 2 |
| 2013 | Coevolving Game-Playing Agents: Measuring Performance and IntransitivitiesabstractCoevolution is a natural choice for learning in problem domains where one agent's behavior is directly related to the behavior of other agents. However, there is a known tendency for coevolution to produce mediocre solutions. One of the main reasons for this is cycling, caused by intransitivities among a set of players. In this paper, we explore the link between coevolution and games, and revisit some of the coevolutionary literature in a games and measurement context. We propose a set of measurements to identify cycling in a population and a new algorithm that tries to minimize cycling in strictly competitive (zero sum) games. We experimentally verify our approach by evolving weighted piece counter value functions to play othello, a classic two-player perfect information board game. Our method is able to find extremely strong value functions of this type. Spyridon Samothrakis, Simon M. Lucas, Thomas Philip Runarsson, David Robles |
IEEE Trans. Evol. Comput. | 1 |
| 2012 | A Survey of Monte Carlo Tree Search MethodsabstractMonte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work. Cameron Browne, Edward J. Powley, Daniel Whitehouse, Simon M. Lucas, Peter I. Cowling, Philipp Rohlfshagen, Stephen Tavener, Diego Perez Liebana, Spyridon Samothrakis, Simon Colton |
IEEE Trans. Comput. Intell. AI Games | 9 |
| 2011 | Approximating n-player behavioural strategy nash equilibria using coevolutionabstractCoevolutionary algorithms are plagued with a set of problems related to intransitivity that make it questionable what the end product of a coevolutionary run can achieve. With the introduction of solution concepts into coevolution, part of the issue was alleviated, however efficiently representing and achieving game theoretic solution concepts is still not a trivial task. In this paper we propose a coevolutionary algorithm that approximates behavioural strategy Nash equilibria in n-player zero sum games, by exploiting the min-max solution concept. In order to support our case we provide a set of experiments in both games of known and unknown equilibria. In the case of known equilibria, we can confirm our algorithm converges to the known solution, while in the case of unknown equilibria we can see a steady progress towards Nash. Spyridon Samothrakis, Simon M. Lucas |
GECCO | 1 |
| 2011 | Fast Approximate Max-n Monte Carlo Tree Search for Ms Pac-ManabstractWe present an application of Monte Carlo tree search (MCTS) for the game of Ms Pac-Man. Contrary to most applications of MCTS to date, Ms Pac-Man requires almost real-time decision making and does not have a natural end state. We approached the problem by performing Monte Carlo tree searches on a five player maxntree representation of the game with limited tree search depth. We performed a number of experiments using both the MCTS game agents (for pacman and ghosts) and agents used in previous work (for ghosts). Performance-wise, our approach gets excellent scores, outperforming previous non-MCTS opponent approaches to the game by up to two orders of magnitude. Spyridon Samothrakis, David Robles, Simon M. Lucas |
IEEE Trans. Comput. Intell. AI Games | 1 |