VLDB 2026 Research / reviewers in the wild / expert
Diego Perez Liebana
dblp:164/9035 · also Diego Pérez-Liébana
· DBLP profile ↗
82ranked-venue papers
15as first author
35since 2021 · last 2025
0000-0003-1958-0212ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 44 · 13 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 38 · 3 first-author · 24 since 2021Human-computer interaction and ubiquitous computing · 37 · 2 first-author · 25 since 2021Applied, interdisciplinary, general and emerging computing · 6 · 2 first-authorTheory of computation · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | JSON-Bag: A Generic Game Trajectory RepresentationabstractWe introduce JSON Bag-of-Tokens model (JSONBag) as a method to generically represent game trajectories by tokenizing their JSON descriptions and apply Jensen-Shannon distance (JSD) as distance metric for them. Using a prototypebased nearest-neighbor search (P-NNS), we evaluate the validity of JSON-Bag with JSD on six tabletop games—7 Wonders, Dominion, Sea Salt and Paper, Can't Stop, Connect4, Dots and boxes—each over three game trajectory classification tasks: classifying the playing agents, game parameters, or game seeds that were used to generate the trajectories. Our approach outperforms a baseline using hand-crafted features in the majority of tasks. Evaluating on N -shot classification suggests using JSON-Bag prototype to represent game trajectory classes is also sample efficient. Additionally, we demonstrate JSON-Bag ability for automatic feature extraction by treating tokens as individual features to be used in Random Forest to solve the tasks above, which significantly improves accuracy on underperforming tasks. Finally, we show that, across all six games, the JSD between JSON-Bag prototypes of agent classes highly correlates with the distances between agents' policies. Dien Nguyen, Diego Perez Liebana, Simon M. Lucas |
CoG | 2 |
| 2025 | Explaining and Clustering Playtraces Using Temporal LogicsabstractThis paper addresses the challenge of explaining gameplay behaviours and traces in video games using methods based on linear temporal logics (LTL).Applications for this range from classifying a player's game-style to craft personalised user experiences, to exploring the most significant behaviour patterns within a set of trajectories, particularly in the context of data-driven design and quality control assisted by black-box algorithms.We divide the problem into two complementary tasks.First, to infer a temporal characterisation of a registered play-style by means of a predicate in LTL from a set of representative traces and potential counterexamples.Second, to classify a diverse set of traces into groups in order to identify behavioural patterns within the samples.The first problem focuses on recognising what makes a behaviour unique when compared to others, while the second problem seeks to detect meaningful patterns in groups of players.For the first task, we propose a series of heuristic search methods in the LTL predicate space, such as Monte Carlo Tree Search and Grammatical Evolution.For the second, we introduce a new algorithm that clusters traces based on predicates that split them into cohesive sets, demonstrating how the methods of the first problem can be extrapolated to the latter.Both approaches are evaluated with practical experiments on a 3D third-person stealth game developed in Unity 3D, showcasing how these techniques can be used for analysis.Preliminary results obtained with real player traces provide evidence that these methodologies can support a more comprehensive understanding of observed behaviours. Pablo Gutiérrez-Sánchez, Diego Perez Liebana, Raluca D. Gaina |
FDG | 2 |
| 2025 | Seeding for Success: Skill and Stochasticity in Tabletop GamesabstractGames often incorporate random elements in the form of dice or shuffled card decks. This randomness is a key contributor to the player experience and the variety of game situations encountered. There is a tension between a level of randomness that makes the game interesting and contributes to the player's enjoyment of a game, and a level at which the outcome itself is effectively random and the game becomes dull. The optimal level for a game will depend on the design goals and target audience. We introduce a new technique to quantify the level of randomness in game outcome and use it to compare 15 tabletop games and disentangle the different contributions to the overall randomness from specific parts of some games. We further explore the interaction between game randomness and player skill, and how this innate randomness can affect error analysis in common game experiments. James Goodman 0004, Diego Perez Liebana, Simon M. Lucas |
IEEE Trans. Games | 2 |
| 2024 | Skill Depth in Tabletop Board GamesabstractThere are well-established methods for rating the relative skill of players such as Elo or TrueSkill ratings. This is not the case for rating games by their relative difficulty, or the level of ‘skill’ required to play them well. Previous work has proposed skill-traces as an answer to this question, which use data from games played between agents with progressively higher computational budgets to estimate the difficulty of the game (or skill-depth). We try to improve on previous work by expanding the algorithmic space considered and that this can radically change the ratings of some games. We then propose a new parameterised model for the level of skill a game requires and test this on a suite of multiplayer tabletop board games, concluding that the parameters can be usefully interpreted and provide a slightly better fit to human-estimates. James Goodman 0004, Diego Perez Liebana, Simon M. Lucas |
CoG | 2 |
| 2024 | Measuring Randomness in Tabletop GamesabstractTabletop games often incorporate random elements in the form of dice or shuffled card decks. This randomness is a key contributor to the player experience and the variety of game situations encountered. There is often a tension between a level of randomness that makes the game interesting, and a level at which the outcome itself is effectively random and the game becomes dull. The sweet-spot for any given game will depend on the design goals and target audience. We introduce a new technique to quantify the level of randomness in game outcome due to these elements. We use this to compare 15 different tabletop games, and then to disentangle the different contributions to the overall randomness from specific parts of the game. We show the utility of this approach by using it with a game publisher as a tool in the development phase of a new commercial board game. James Goodman 0004, Diego Perez Liebana, Simon M. Lucas |
CoG | 2 |
| 2024 | Playing NetHack with LLMs: Potential & Limitations as Zero-Shot AgentsabstractLarge Language Models (LLMs) have shown great success as high-level planners for zero-shot game-playing agents However, these agents are primarily evaluated on games where long-term planning is relatively straightforward. In contrast agents tested in more dynamic environments face limitations due to simplistic environments with only a few objects and interactions. To fill this gap in the literature, we present NetPlay, the first LLM powered zero-shot agent for the challenging roguelike NetHack. NetHack is a particularly challenging environment due to its diverse set of items and monsters, complex interactions, and many ways to die. NetPlay uses an architecture designed for dynamic robot environments, modified for NetHack. Like previous approaches, it prompts the LLM to choose from predefined skills and tracks past interactions to enhance decision-making. Given NetHack’s unpredictable nature, NetPlay detects important game events to interrupt running skills, enabling it to react to unforeseen circumstances. While NetPlay demonstrates considerable flexibility and proficiency in interacting with NetHack’s mechanics, it struggles with ambiguous task descriptions and a lack of explicit feedback. Our findings demonstrate that NetPlay performs best with detailed context information, indicating the necessity for dynamic methods in supplying context information for complex games such as NetHack. Dominik Jeurissen, Diego Perez Liebana, Jeremy Gow, Duygu Çakmak, James Kwan |
CoG | 2 |
| 2024 | Unveiling modern board games: an ML-based approach to BoardGameGeek data analysisabstractThere has been growing interest in modern board games, which have been increasing in complexity with respect to their classic counterparts (e.g. Chess, Go), by utilizing new mechanics and novel ways to interact with them, resulting in richer player interaction. Boardgamegeek.com (BGG) is the biggest forum for board games and it now has registered 191 different mechanics. Users can rate games on the forum and BGG will rank them accordingly. This work aims to investigate how mechanics relate to player ratings using a Decision Regression Tree (RT) to predict the expected rating based on a game’s mechanics. To achieve this we collect mechanics and player ratings data of all ranked games on BGG and train our Regression Tree. After training the RT and further extending it with Random Forest (RF), we use Mean Decrease in Impurity (MDI) and Permutation Feature Importance (PFI) to evaluate how much each mechanic influences the player ratings. We show that, using only game mechanics, Regression Tree and Random Forest can account for $28 \%$ and $32 \%$ of the variance in games’ ratings, respectively. We highlight the interpretability of RT and how it can be used to gain insights into the relationship between game mechanics and player ratings. Dien Nguyen, Joshua Kritz, Raluca D. Gaina, Diego Perez Liebana |
CoG | 4 |
| 2024 | Strategy Game-Playing with Size-Constrained State AbstractionabstractPlaying strategy games is a challenging problem for artificial intelligence (AI). One of the major challenges is the large search space due to a diverse set of game components. In recent works, state abstraction has been applied to search-based game AI and has brought significant performance improvements. State abstraction techniques rely on reducing the search space, e.g., by aggregating similar states. However, the application of these abstractions is hindered because the quality of an abstraction is difficult to evaluate. Previous works hence abandon the abstraction in the middle of the search to not bias the search to a local optimum. This mechanism introduces a hyper-parameter to decide the time to abandon the current state abstraction. In this work, we propose a size-constrained state abstraction (SCSA), an approach that limits the maximum number of nodes being grouped together. We found that with SCSA, the abstraction is not required to be abandoned. Our empirical results on 3 strategy games show that the SCSA agent outperforms the previous methods and yields robust performance over different games. Codes are opensourced at https://anonymous.4open.science/r/SCSA-DB44/. Linjie Xu, Diego Perez Liebana, Alexander Dockhorn |
CoG | 2 |
| 2024 | Higher Replay Ratio Empowers Sample-Efficient Multi-Agent Reinforcement LearningabstractOne of the notorious issues for Reinforcement Learning (RL) is poor sample efficiency. Compared to single agent RL, the sample efficiency for Multi-Agent Reinforcement Learning (MARL) is more challenging because of its inherent partial observability, non-stationary training, and enormous strategy space. Although much effort has been devoted to developing new methods and enhancing sample efficiency, we look at the widely used episodic training mechanism. In each training step, tens of frames are collected, but only one gradient step is made. We argue that this episodic training could be a source of poor sample efficiency. To better exploit the data already collected, we propose to increase the frequency of the gradient updates per environment interaction (a.k.a. Replay Ratio or Update-To-Data ratio). To show its generality, we evaluate 3 MARL methods on 6 SMAC tasks. The empirical results validate that a higher replay ratio significantly improves the sample efficiency for MARL algorithms. The codes to reimplement the results presented in this paper are open-sourced at https://github.com/egg-west/rr_for_MARL. Linjie Xu, Zichuan Liu, Alexander Dockhorn, Diego Perez Liebana, Lei Song 0001, Jiang Bian 0002 |
CoG | 4 |
| 2024 | PyTAG: Tabletop Games for Multiagent Reinforcement LearningabstractModern Tabletop Games present various interesting challenges for Multi-agent Reinforcement Learning. In this paper, we introduce PyTAG, a new framework that supports interacting with a large collection of games implemented in the Tabletop Games framework. In this work we highlight the challenges tabletop games provide, from a game-playing agent perspective, along with the opportunities they provide for future research. Additionally, we highlight the technical challenges that involve training Reinforcement Learning agents on these games. To explore the Multi-agent setting provided by PyTAG we train the popular Proximal Policy Optimisation Reinforcement Learning algorithm using self-play on a subset of games and evaluate the trained policies against some simple agents and Monte-Carlo Tree Search implemented in the Tabletop Games framework. Martin Balla, George E. M. Long, James Goodman 0004, Raluca D. Gaina, Diego Perez Liebana |
IEEE Trans. Games | 5 |
| 2024 | Guest Editorial: Special Issue on Human Centered AI in Game Evaluation
Alena Denisova, Diego Perez Liebana, Vanessa Volz, Julian Frommel, Sahar Asadi |
IEEE Trans. Games | 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 | 2 |
| 2023 | PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop GamesabstractIn recent years, Game AI research has made important breakthroughs using Reinforcement Learning (RL). Despite this, RL for modern tabletop games has gained little to no attention, even when they offer a range of unique challenges compared to video games. To bridge this gap, we introduce PyTAG, a Python API for interacting with the Tabletop Games framework (TAG). TAG contains a growing set of more than 20 modern tabletop games, with a common API for AI agents. We present techniques for training RL agents in these games and introduce baseline results after training Proximal Policy Optimisation algorithms on a subset of games. Finally, we discuss the unique challenges complex modern tabletop games provide, now open to RL research through PyTAG. Martin Balla, George E. M. Long, Dominik Jeurissen, James Goodman 0004, Raluca D. Gaina, Diego Perez Liebana |
CoG | 6 |
| 2023 | A case study in AI-assisted board game designabstractWe use AI agents to play successive design iterations of an analogue board game to understand the sorts of question a designer asks of a game, and how AI play-testing approaches can help answer these questions and reduce the need for time-consuming human play-testing. Our case study supports the view that AI play-testing can complement human testing, but can certainly not replace it. A core issue to be addressed is the extent to which the designer trusts the results of AI play-testing as sufficiently human-like. The majority of design changes are inspired from human play-testing, but AI play-testing helpfully complements these and often gave the designer the confidence to make changes faster where AI and humans ‘agreed’. James Goodman 0004, Alan Wallat, Diego Perez Liebana, Simon M. Lucas |
CoG | 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 | 2 |
| 2023 | Predictive Models and Monte Carlo Tree Search: A Pipeline for Believable AgentsabstractDeveloping and assessing believable agents remains a sought out challenge. Recently, research has approached this problem by treating and assessing believability as a time-continuous phenomenon, learning from collected data to predict believability of games and game states. Our study will build on this work: by integrating this believability model with a game agent to affect its behaviour. In this short paper, we first describe our methodology and then the results obtained from our user study, which suggests that this methodology can help creating more believable agents, opening the possibility of integrating this type of models into game development. We also discuss the limitations of this approach, possible variants to tackle these, and ideas for future work to extend this preliminary work. Cristiana Pacheco, Diego Perez Liebana |
CoG | 2 |
| 2023 | Following the Leader in Multiplayer Tabletop GamesabstractIn a two-player zero-sum game, players classically want to maximise their chance of winning. When a game has more than two players, using the binary win rate as an objective is no longer such an obvious choice. A player might instead have the objective of doing as well as possible in terms of ranked order, or in maximising their score. We investigate the impact of different game-agnostic objectives in several popular tabletop games, and whether it can be better to use the game score as a proxy for winning. We find that the games considered largely fall into two groups. In one it is helpful to focus just on one’s own score during the game, and then shift to beating opponents only in the end-game. In the other, larger, group it is better to ‘Follow the Leader’ and constantly track one’s relative position to the opponents throughout the game. James Goodman 0004, Diego Perez Liebana, Simon M. Lucas |
FDG | 2 |
| 2023 | Beyond Playing to Win: Creating a Team of Agents With Distinct Behaviors for Automated GameplayabstractIn this article, we present an approach to generate ateamof general video game playing agents with differentiated behaviors that can ultimately assist in the game development process. We consider the agent behavior as the corresponding outcomes of playing the game: rate of wins, score, exploration, enemies killed, items collected, etc. We create and identify agents that are expected to achieve particular goals but do not necessarily simulate human behavior during gameplay. We present a solution that, byheuristic diversification, provides a controller with different heuristics and a corresponding set ofweights, driving its actions. Given the simplicity of thisbehavior-encodingand its easiness to evolve, we use Multidimensional Archive of Phenotypic Elites to generate different solutions that elicit particular behaviors and assemble ateam. The resulting agents are allocated in a feature space, used to identify the expectations of each of them. We generate ateamfor four games of the General Video Game Artificial Intelligence framework and find six differentbehavior-typeagents in each. We include an experiment to check the portability of these agents when playing alternative levels and an exploratory work aiming to use them to detect design flaws in game levels. Cristina Guerrero-Romero, Simon M. Lucas, Diego Perez Liebana |
IEEE Trans. Games | 3 |
| 2023 | Elastic Monte Carlo Tree SearchabstractStrategy games are a challenge for the design of artificial intelligence agents due to their complexity and the combinatorial search space they produce. State abstraction has been applied in different domains to shrink the search space. Automatic state abstraction methods have gained much success in the planning domain and their transfer to strategy games raises a question of scalability. In this article, we propose elastic Monte Carlo tree search (MCTS), an algorithm that uses automatic state abstraction to play strategy games. In elastic MCTS, tree nodes are clustered dynamically. First, nodes are grouped by state abstraction for efficient exploration, to later be separated for refining exploitable action sequences. Such an elastic tree benefits from efficient information sharing while avoiding using an imperfect state abstraction during the whole search process. We provide empirical analyses of the proposed method in three strategy games of different complexity. Our empirical results show that in all games, elastic MCTS outperforms MCTS baselines by a large margin, with a considerable search tree size reduction at the expense of small computation time. Linjie Xu, Alexander Dockhorn, Diego Perez Liebana |
IEEE Trans. Games | 3 |
| 2022 | Task Relabelling for Multi-task Transfer using Successor FeaturesabstractDeep Reinforcement Learning has been very successful recently with various works on complex domains. Most works are concerned with learning a single policy that solves the target task, but is fixed in the sense that if the environment changes the agent is unable to adapt to it. Successor Features (SFs) proposes a mechanism that allows learning policies that are not tied to any particular reward function. In this work we investigate how SFs may be pre-trained without observing any reward in a custom environment that features resource collection, traps and crafting. After pre-training we expose the SF agents to various target tasks and see how well they can transfer to new tasks. Transferring is done without any further training on the SF agents, instead just by providing a task vector. For training the SFs we propose a task relabelling method which greatly improves the agent’s performance. Martin Balla, Diego Perez Liebana |
CoG | 2 |
| 2022 | MultiTree MCTS in Tabletop GamesabstractWe introduce MultiTree Monte Carlo Tree Search (MT-MCTS), in which a tree is constructed independently for each player. This permits deeper search for the acting agent’s own move, at the cost of a poorer opponent model and the loss of conditioning a move on the specific action of another player.We test MT-MCTS in eleven different tabletop board and card games, with varying numbers of players. The main benefit occurs in simultaneous-move games, where independent trees better model the information structure. We find that in other games MT-MCTS can outperform vanilla MCTS, which incorporates all players in a single tree, but that this advantage usually decreases as the computational budget increases, and the cost of poor opponent modelling outweighs the gain from deeper search. James Goodman 0004, Diego Perez Liebana, Simon M. Lucas |
CoG | 2 |
| 2022 | Turning Zeroes into Non-Zeroes: Sample Efficient Exploration with Monte Carlo Graph SearchabstractMonte Carlo Tree Search (MCTS) has proven to be a staple method in Game Artificial Intelligence for creating agents that can perform well in complex environments without requiring domain-specific knowledge. The main downside of this planning based algorithm is the high computational budget needed to recommend an action. The fundamental cause of this is a vast search space caused by a high branching factor, and the difficulty to create a good heuristic function to guide the search without leveraging domain-specific knowledge. Recent advances in the field proposed a new planning based method called Monte Carlo Graph Search (MCGS), which uses a graph instead of a tree to plan its next action, reducing the branching factor and consequently increasing the performance of the search. In this paper, we propose several modifications that optimize the performance by increasing the sample efficiency of MCGS. The use of frontier for node selection, improving the rollout phase by doing stored rollouts, and a generalized approach to guide the search by incorporating a domain-independent online novelty detection method. Together these enhancements enable MCGS to solve sparse reward environments while using a significantly lower computational budget than MCTS. Marko Tot, Michelangelo Conserva, Diego Perez Liebana, Sam Devlin |
CoG | 3 |
| 2022 | Elastic Monte Carlo Tree Search with State Abstraction for Strategy Game PlayingabstractStrategy video games challenge AI agents with their combinatorial search space caused by complex game elements. State abstraction is a popular technique that reduces the state space complexity. However, current state abstraction methods for games depend on domain knowledge, making their application to new games expensive. State abstraction methods that require no domain knowledge are studied extensively in the planning domain. However, no evidence shows they scale well with the complexity of strategy games. In this paper, we propose Elastic MCTS, an algorithm that uses state abstraction to play strategy games. In Elastic MCTS, the nodes of the tree are clustered dynamically, first grouped together progressively by state abstraction, and then separated when an iteration threshold is reached. The elastic changes benefit from efficient searching brought by state abstraction but avoid the negative influence of using state abstraction for the whole search. To evaluate our method, we make use of the general strategy games platform Stratega to generate scenarios of varying complexity. Results show that Elastic MCTS outperforms MCTS baselines with a large margin, while reducing the tree size by a factor of 10. Code can be found at https://github.com/egg-west/Stratega Linjie Xu, Jorge Hurtado Grueso, Dominik Jeurissen, Diego Perez Liebana, Alexander Dockhorn |
CoG | 4 |
| 2022 | Rolling Horizon Evolutionary Algorithms for General Video Game PlayingabstractGame-playing evolutionary algorithms, specifically rolling horizon evolutionary algorithms (RHEA), have recently managed to beat the state of the art in win rate across many video games. However, the best results in a game are highly dependent on the specific configuration of modifications introduced over several papers, each adding additional parameters to the core algorithm. Furthermore, the best previously published parameters have been found from only a few human-picked combinations, as the possibility space has grown beyond exhaustive search. This article presents the state of the art in RHEA, combining all modifications described in the literature, as well as new ones. We then use a parameter optimizer, the$N$-tuple bandit evolutionary algorithm, to find the best combination of parameters in 20 games from the general video game Artificial Intelligence (AI) framework. Furthermore, we analyze the algorithm’s parameters and some interesting combinations revealed through the optimization process. Finally, we find new state of the art solutions on several games by automatically exploring the large parameter space of RHEA. Raluca D. Gaina, Sam Devlin, Simon M. Lucas, Diego Perez Liebana |
IEEE Trans. Games | 4 |
| 2022 | Visualizing Multiplayer Game SpacesabstractIn this article, we compare four different “game spaces” in terms of their usefulness in characterizing multiplayer tabletop games, with a particular interest in any underlying change to a game’s characteristics as the number of players changes. In each case, we take a 16-D feature space and reduce it to a 2-D visualizable landscape. We find that a space obtained from optimization of parameters in Monte Carlo tree search is most directly interpretable to characterize our set of games in terms of the relative importance of imperfect information, adversarial opponents, and reward sparsity. These results do not correlate with a space defined using attributes of the game tree. This dimensionality reduction does not show any general effect as the number of players changes. Therefore, we consider the question using the original features to classify the games into two sets: 1) those for which the characteristics of the game change significantly as the number of players changes and 2) those for which there is no such effect. James Goodman 0004, Diego Perez Liebana, Simon M. Lucas |
IEEE Trans. Games | 2 |
| 2022 | Student-Initiated Action Advising via Advice NoveltyabstractAction advising is a budget-constrained knowledge exchange mechanism between teacher–student peers that can help tackle exploration and sample inefficiency problems in deep reinforcement learning (RL). Most recently, student-initiated techniques that utilize state novelty and uncertainty estimations have obtained promising results. However, the approaches built on these estimations have some potential weaknesses. First, they assume that the convergence of the student’s RL model implies less need for advice. This can be misleading in scenarios with teacher’s absence early on where the student is likely to learn suboptimally by itself; yet also ignore the teacher’s assistance later. Second, the delays between encountering states and having them to take effect in the RL model updates in the presence of the experience replay dynamics cause a feedback lag in what the student actually needs advice for. We propose a student-initiated algorithm that alleviates these by employing random network distillation (RND) to measure the novelty of a piece of advice. Furthermore, we perform RND updates only for the advised states to ensure that the student’s own learning does not impair its ability to leverage the teacher. Experiments inGridWorldandMinAtarshow that our approach performs on par with the state of the art and demonstrates significant advantages in the scenarios where the existing methods are prone to fail. Ercüment Ilhan, Jeremy Gow, Diego Perez Liebana |
IEEE Trans. Games | 3 |
| 2021 | Trace It Like You Believe It: Time-Continuous Believability PredictionabstractAssessing the believability of agents, characters and simulated actors is a core challenge for human computer interaction. While numerous approaches are suggested in the literature, they are all limited to discrete and low-granularity representations of believable behavior. In this paper we view believability, for the first time, as a time-continuous phenomenon and we explore the suitability of two different affect annotation schemes for its assessment. In particular, we study the degree to which we can predict character believability in a continuous fashion through a two-player game study. The game features various opponent behaviors that are assessed for their believability by 89 participants that played the game and then annotated their recorded playthrough. Random forest models are then trained to predict believability based on ad-hoc designed in-game features. Results suggest that a discrete annotation method leads to a more robust assessment of the ground truth and subsequently better modelling performance. Our best models are able to predict a change in perceived believability with a 72.5% accuracy on average (up to 90% in the best cases) in a time-continuous manner. Cristiana Pacheco, Dávid Melhárt, Antonios Liapis, Georgios N. Yannakakis, Diego Perez Liebana |
ACII | 5 |
| 2021 | Portfolio Search and Optimization for General Strategy Game-PlayingabstractPortfolio methods represent a simple but efficient type of action abstraction which has shown to improve the performance of search-based agents in a range of strategy games. We first review existing portfolio techniques and propose a new algorithm for optimization and action-selection based on the Rolling Horizon Evolutionary Algorithm. Moreover, a series of variants are developed to solve problems in different aspects. We further analyze the performance of discussed agents in a general strategy game-playing task. For this purpose, we run experiments on three different game-modes of the Stratega framework. For the optimization of the agents' parameters and portfolio sets we study the use of the N-tuple Bandit Evolutionary Algorithm. The resulting portfolio sets suggest a high diversity in play-styles while being able to consistently beat the sample agents. An analysis of the agents' performance shows that the proposed algorithm generalizes well to all game-modes and is able to outperform other portfolio methods. Alexander Dockhorn, Jorge Hurtado Grueso, Dominik Jeurissen, Linjie Xu, Diego Perez Liebana |
CEC | 5 |
| 2021 | Game State and Action Abstracting Monte Carlo Tree Search for General Strategy Game-PlayingabstractWhen implementing intelligent agents for strategy games, we observe that search-based methods struggle with the complexity of such games. To tackle this problem, we propose a new variant of Monte Carlo Tree Search which can incorporate action and game state abstractions. Focusing on the latter, we developed a game state encoding for turn-based strategy games that allows for a flexible abstraction. Using an optimization procedure, we optimize the agent's action and game state abstraction to maximize its performance against a rule-based agent. Furthermore, we compare different combinations of abstractions and their impact on the agent's performance based on the Kill the King game of the Stratega framework. Our results show that action abstractions have improved the performance of our agent considerably. Contrary, game state abstractions have not shown much impact. While these results may be limited to the tested game, they are in line with previous research on abstractions of simple Markov Decision Processes. The higher complexity of strategy games may require more intricate methods, such as hierarchical or time-based abstractions, to further improve the agent's performance. Alexander Dockhorn, Jorge Hurtado Grueso, Dominik Jeurissen, Linjie Xu, Diego Perez Liebana |
CoG | 5 |
| 2021 | Fingerprinting Tabletop GamesabstractWe present some initial work on characterizing games using a visual ‘fingerprint’ generated from several independent optimisation runs over the parameters used in Monte Carlo Tree Search (MCTS). This ‘fingerprint’ provides a useful tool to compare games, as well as highlighting the relative sensitivity of a specific game to algorithmic variants of MCTS. The exploratory work presented here shows that in some games there is a major change in the optimal MCTS parameters when we move from 2-players to 3 or 4-players. James Goodman 0004, Diego Perez Liebana, Simon M. Lucas |
CoG | 2 |
| 2021 | MAP-Elites to Generate a Team of Agents that Elicits Diverse Automated GameplayabstractThe objective of this work is to provide a procedure to generate a team of players for a game so they are available to the developer to choose from and that can be used for automated gameplay. Our solution applies the MAP-Elites algorithm to generate agents with distinct behaviours. The resulting agents are distributed in the space of features based on the result of their actions when playing a game: wins, score, % explored, interactions, kills, items collected, etc. The criteria used as the performance of the elites does not come from how well an agent plays a game, but by the time it takes it to play it and determine the cell in the map it falls into. We present and implement the solution and include details about the agent used, as well as the list of heuristics created to elicit differentiated behaviours within the game, representing distinct types of players. We executed the algorithm implemented for three different games and a total of 33 configurations. The size and diversity of the pool of agents generated allow running automated gameplays in each of the games to elicit different expected behaviours. The options are limited by the distribution of the team within the space, given by the pair of features or the characteristics of the game. The methodology gives the flexibility to extend the features or modify the range of existing ones to have control over the behavioural space and, therefore, the characteristics of the generated team. Cristina Guerrero-Romero, Diego Perez Liebana |
CoG | 2 |
| 2021 | Learning on a Budget via Teacher ImitationabstractDeep Reinforcement Learning (RL) techniques can benefit greatly from leveraging prior experience, which can be either self-generated or acquired from other entities. Action advising is a framework that provides a flexible way to transfer such knowledge in the form of actions between teacher-student peers. However, due to the realistic concerns, the number of these interactions is limited with a budget; therefore, it is crucial to perform these in the most appropriate moments. There have been several promising studies recently that address this problem setting especially from the student's perspective. Despite their success, they have some shortcomings when it comes to the practical applicability and integrity as an overall solution to the learning from advice challenge. In this paper, we extend the idea of advice reusing via teacher imitation to construct a unified approach that addresses both advice collection and advice utilisation problems. We also propose a method to automatically tune the relevant hyperparameters of these components on-the-fly to make it able to adapt to any task with minimal human intervention. The experiments we performed in 5 different Atari games verify that our algorithm either surpasses or performs on-par with its top competitors while being far simpler to be employed. Furthermore, its individual components are also found to be providing significant advantages alone. Ercüment Ilhan, Jeremy Gow, Diego Perez Liebana |
CoG | 3 |
| 2021 | Automatic Goal Discovery in Subgoal Monte Carlo Tree SearchabstractMonte Carlo Tree Search (MCTS) is a heuristic search algorithm that can play a wide range of games without requiring any domain-specific knowledge. However, MCTS tends to struggle in very complicated games due to an exponentially increasing branching factor. A promising solution for this problem is to focus the search only on a small fraction of states. Subgoal Monte Carlo Tree Search (S-MCTS) achieves this by using a predefined subgoal-predicate that detects promising states called subgoals. However, not only does this make S-MCTS domain-dependent, but also it is often difficult to define a good predicate. In this paper, we propose using quality diversity (QD) algorithms to detect subgoals in real-time. Furthermore, we show how integrating QD-algorithms into S-MCTS significantly improves its performance in the Physical Travelling Salesmen Problem without requiring any domain-specific knowledge. Dominik Jeurissen, Mark H. M. Winands, Chiara F. Sironi, Diego Perez Liebana |
CoG | 4 |
| 2021 | Generating Diverse and Competitive Play-Styles for Strategy GamesabstractDesigning agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like strategy games. These require the AI to deal with large action spaces, long-term planning and partial observability, among other well-known factors that make decision-making a hard problem. On top of this, achieving distinct play-styles using a general algorithm without reducing playing strength is not trivial. In this paper, we propose Portfolio Monte Carlo Tree Search with Progressive Unpruning for playing a turn-based strategy game (Tribes) and show how it can be parameterized so a quality-diversity algorithm (MAP-Elites) is used to achieve different play-styles while keeping a competitive level of play. Our results show that this algorithm is capable of achieving these goals even for an extensive collection of game levels beyond those used for training. Diego Perez Liebana, Cristina Guerrero-Romero, Alexander Dockhorn, Linjie Xu, Jorge Hurtado Grueso, Dominik Jeurissen |
CoG | 1 |
| 2021 | What Are You Looking At? Team Fight Prediction Through Player CameraabstractEsport is a large and still growing industry with vast audiences. Multiplayer Online Battle Arenas (MOBAs), a sub-genre of esports, possess a very complex environment, which often leads to experts missing important coverage while broadcasting live competitions. One common game event that holds significant importance for broadcasting is referred to as a team fight engagement. Professional player's own knowledge and understanding of the game may provide a solution to this problem. This paper suggests a model that predicts and detects ongoing team fights in a live scenario. This approach outlines a novel technique of deriving representations of a complex game environment by relying on player knowledge. This is done by analysing the positions of the in-game characters and their associated cameras, utilising this data to train a neural network. The proposed model is able to both assist in the production of live esport coverage as well as provide a live, expert-derived, analysis of the game without the need of relying on outside sources. Marko Tot, Michelangelo Conserva, Alan Pedrassoli Chitayat, Athanasios Vasileios Kokkinakis, Sagarika Patra, Simon Demediuk, Alvaro Caceres Munoz, Oluseyi Olarewaju, Marian Florin Ursu, Ben Kirman, Jonathan Hook, Florian Block, Anders Drachen, Diego Perez Liebana |
CoG | 14 |
| 2020 | Evaluating Generalisation in General Video Game PlayingabstractThe General Video Game Artificial Intelligence (GVGAI) competition has been running for several years with various tracks. This paper focuses on the challenge of the GVGAI learning track in which 3 games are selected and 2 levels are given for training, while 3 hidden levels are left for evaluation. This setup poses a difficult challenge for current Reinforcement Learning (RL) algorithms, as they typically require much more data. This work investigates 3 versions of the Advantage Actor-Critic (A2C) algorithm trained on a maximum of 2 levels from the available 5 from the GVGAI framework and compares their performance on all levels. The selected sub-set of games have different characteristics, like stochasticity, reward distribution and objectives. We found that stochasticity improves the generalisation, but too much can cause the algorithms to fail to learn the training levels. The quality of the training levels also matters, different sets of training levels can boost generalisation over all levels. In the GVGAI competition agents are scored based on their win rates and then their scores achieved in the games. We found that solely using the rewards provided by the game might not encourage winning. Martin Balla, Simon M. Lucas, Diego Perez Liebana |
CoG | 3 |
| 2020 | Self-Adaptive Rolling Horizon Evolutionary Algorithms for General Video Game PlayingabstractFor general video game playing agents, the biggest challenge is adapting to the wide variety of situations they encounter and responding appropriately. Some success was recently achieved by modifying search-control parameters in agents on-line, during one play-through of a game. We propose adapting such methods for Rolling Horizon Evolutionary Algorithms, which have shown high performance in many different environments, and test the effect of on-line adaptation on the agent's win rate. On-line tuned agents are able to achieve results comparable to the state of the art, including first win rates in hard problems, while employing a more general and highly adaptive approach. We additionally include further insight into the algorithm itself, given by statistics gathered during the tuning process and highlight key parameter choices. Raluca D. Gaina, Diego Perez Liebana, Simon M. Lucas, Chiara F. Sironi, Mark H. M. Winands |
CoG | 2 |
| 2020 | Rolling Horizon NEAT for General Video Game PlayingabstractThis paper presents a new Statistical Forward Planning (SFP) method, Rolling Horizon NeuroEvolution of Augmenting Topologies (rhNEAT). Unlike traditional Rolling Horizon Evolution, where an evolutionary algorithm is in charge of evolving a sequence of actions, rhNEAT evolves weights and connections of a neural network in real-time, planning several steps ahead before returning an action to execute in the game. Different versions of the algorithm are explored in a collection of 20 GVGAI games, and compared with other SFP methods and state of the art results. Although results are overall not better than other SFP methods, the nature of rhNEAT to adapt to changing game features has allowed to establish new state of the art records in games that other methods have traditionally struggled with. The algorithm proposed here is general and introduces a new way of representing information within rolling horizon evolution techniques. Diego Perez Liebana, Muhammad Sajid Alam, Raluca D. Gaina |
CoG | 1 |
| 2020 | Efficient Heuristic Policy Optimisation for a Challenging Strategic Card Game
Raúl Montoliu, Raluca D. Gaina, Diego Perez Liebana, Daniel Delgado, Simon M. Lucas |
EvoApplications | 3 |
| 2019 | Tackling Sparse Rewards in Real-Time Games with Statistical Forward Planning MethodsabstractOne of the issues general AI game players are required to deal with is the different reward systems in the variety of games they are expected to be able to play at a high level. Some games may present plentiful rewards which the agents can use to guide their search for the best solution, whereas others feature sparse reward landscapes that provide little information to the agents. The work presented in this paper focuses on the latter case, which most agents struggle with. Thus, modifications are proposed for two algorithms, Monte Carlo Tree Search and Rolling Horizon Evolutionary Algorithms, aiming at improving performance in this type of games while maintaining overall win rate across those where rewards are plentiful. Results show that longer rollouts and individual lengths, either fixed or responsive to changes in fitness landscape features, lead to a boost of performance in the games during testing without being detrimental to non-sparse reward scenarios. Raluca D. Gaina, Simon M. Lucas, Diego Perez Liebana |
AAAI | 3 |
| 2019 | Ensemble Decision Systems for General Video Game PlayingabstractEnsemble Decision Systems offer a unique form of decision making that allows a collection of algorithms to reason together about a problem. Each individual algorithm has its own inherent strengths and weaknesses, and often it is difficult to overcome the weaknesses, while retaining the strengths. Instead of altering the properties of the algorithm, the Ensemble Decision System augments the performance with other algorithms that have complementing strengths. This work outlines different options for building an Ensemble Decision System as well as providing analysis on its performance compared to the individual components of the system with interesting results, showing an increase in the generality of the algorithms without significantly impeding performance. Damien Anderson, Philip Rodgers, John Levine, Cristina Guerrero-Romero, Diego Perez Liebana |
CoG | 5 |
| 2019 | Rinascimento: Optimising Statistical Forward Planning Agents for Playing SplendorabstractGame-based benchmarks have been playing an essential role in the development of Artificial Intelligence (AI) techniques. Providing diverse challenges is crucial to push research toward innovation and understanding in modern techniques. Rinascimento provides a parameterised partially-observable multiplayer card-based board game, these parameters can easily modify the rules, objectives and items in the game. We describe the framework in all its features and the game-playing challenge providing baseline game-playing AIs and analysis of their skills. We reserve to agents' hyper-parameter tuning a central role in the experiments highlighting how it can heavily influence the performance. The base-line agents contain several additional contribution to Statistical Forward Planning algorithms. Ivan Bravi, Diego Perez Liebana, Simon M. Lucas, Jialin Liu 0001 |
CoG | 2 |
| 2019 | Learning Local Forward Models on Unforgiving GamesabstractThis paper examines learning approaches for forward models based on local cell transition functions. We provide a formal definition of local forward models for which we propose two basic learning approaches. Our analysis is based on the game Sokoban, where a wrong action can lead to an unsolvable game state. Therefore, an accurate prediction of an action’s resulting state is necessary to avoid this scenario.In contrast to learning the complete state transition function, local forward models allow extracting multiple training examples from a single state transition. In this way, the Hash Set model, as well as the Decision Tree model, quickly learn to predict upcoming state transitions of both the training and the test set. Applying the model using a statistical forward planner showed that the best models can be used to satisfying degree even in cases in which the test levels have not yet been seen.Our evaluation includes an analysis of various local neighbourhood patterns and sizes to test the learners’ capabilities in case too few or too many attributes are extracted, of which the latter has shown do degrade the performance of the model learner. Alexander Dockhorn, Simon M. Lucas, Vanessa Volz, Ivan Bravi, Raluca D. Gaina, Diego Perez Liebana |
CoG | 6 |
| 2019 | Optimising Level Generators for General Video Game AIabstractProcedural Content Generation is an active area of research, with more interest being given recently to methods able to produce interesting content in a general context (without task-specific knowledge). To this extent, we focus on procedural level generators within the General Video Game AI framework (GVGAI). This paper proposes several topics of interest. First, a comparison baseline for GVGAI level generators, which is more flexible and robust than the existing alternatives. Second, a composite fitness evaluation function for levels based on AI play-testing. Third, a new parameterized generator, and a Meta Generator for performing parameter search on such generators are introduced. We compare the Meta Generator against random and constructive generator baselines, using the new fitness function, on 3 GVGAI games: Butterflies, Freeway and The Snowman. The Meta Generator is suggested to perform on par with or better than the baselines, depending on the game. Encouraged by these results, the Meta Generator will be submitted to the 2019 GVGAI Level Generation competition. Olve Drageset, Mark H. M. Winands, Raluca D. Gaina, Diego Perez Liebana |
CoG | 4 |
| 2019 | Project Thyia: A Forever GameplayerabstractThe space of Artificial Intelligence entities is dominated by conversational bots. Some of them fit in our pockets and we take them everywhere we go, or allow them to be a part of human homes. Siri, Alexa, they are recognised as present in our world. But a lot of games research is restricted to existing in the separate realm of software. We enter different worlds when playing games, but those worlds cease to exist once we quit. Similarly, AI game-players are run once on a game (or maybe for longer periods of time, in the case of learning algorithms which need some, still limited, period for training), and they cease to exist once the game ends. But what if they didn't? What if there existed artificial game-players that continuously played games, learned from their experiences and kept getting better? What if they interacted with the real world and us, humans: live-streaming games, chatting with viewers, accepting suggestions for strategies or games to play, forming opinions on popular game titles? In this paper, we introduce the vision behind a new project called Thyia, which focuses around creating a present, continuous, `always-on', interactive game-player. Raluca D. Gaina, Simon M. Lucas, Diego Perez Liebana |
CoG | 3 |
| 2019 | Teaching on a Budget in Multi-Agent Deep Reinforcement LearningabstractDeep Reinforcement Learning (RL) algorithms can solve complex sequential decision tasks successfully. However, they have a major drawback of having poor sample efficiency which can often be tackled by knowledge reuse. In Multi-Agent Reinforcement Learning (MARL) this drawback becomes worse, but at the same time, a new set of opportunities to leverage knowledge are also presented through agent interactions. One promising approach among these is peer-to-peer action advising through a teacher-student framework. Despite being introduced for single-agent RL originally, recent studies show that it can also be applied to multi-agent scenarios with promising empirical results. However, studies in this line of research are currently very limited. In this paper, we propose heuristics-based action advising techniques in cooperative decentralised MARL, using a nonlinear function approximation based task-level policy. By adopting Random Network Distillation technique, we devise a measurement for agents to assess their knowledge in any given state and be able to initiate the teacher-student dynamics with no prior role assumptions. Experimental results in a gridworld environment show that such an approach may indeed be useful and needs to be further investigated. Ercüment Ilhan, Jeremy Gow, Diego Perez Liebana |
CoG | 3 |
| 2019 | A Local Approach to Forward Model Learning: Results on the Game of Life GameabstractThis paper investigates the effect of learning a forward model on the performance of a statistical forward planning agent. We transform Conway's Game of Life simulation into a single-player game where the objective can be either to preserve as much life as possible or to extinguish all life as quickly as possible. In order to learn the forward model of the game, we formulate the problem in a novel way that learns the local cell transition function by creating a set of supervised training data and predicting the next state of each cell in the grid based on its current state and immediate neighbours. Using this method we are able to harvest sufficient data to learn perfect forward models by observing only a few complete state transitions, using either a look-up table, a decision tree, or a neural network. In contrast, learning the complete state transition function is a much harder task and our initial efforts to do this using deep convolutional auto-encoders were less successful.We also investigate the effects of imperfect learned models on prediction errors and game-playing performance, and show that even models with significant errors can provide good performance. Simon M. Lucas, Alexander Dockhorn, Vanessa Volz, Chris Bamford 0001, Raluca D. Gaina, Ivan Bravi, Diego Perez Liebana, Sanaz Mostaghim, Rudolf Kruse |
CoG | 7 |
| 2019 | Evolving Game State Evaluation Functions for a Hybrid Planning ApproachabstractReal-time games often require a combination of long-term and short-term planning as well as interleaved planning and execution. In our previous work, we introduced a hybrid planning and execution approach, in which high-level strategical planning is performed by a Hierarchical Task Network Planner and micro-management is done through Monte Carlo Tree Search. We use evaluation functions that represent weighted sums of selected game features as an interface between the two hierarchy levels.In this work, we present a way of automatically evolving the weights of these evaluation functions in order to improve the efficiency of the execution of high-level tasks. We compare the agent using the evolved evaluation functions with the one using manually created evaluation functions against state-of-theart controllers in the Real Time Strategy game environment microRTS. Xenija Neufeld, Sanaz Mostaghim, Diego Perez Liebana |
CoG | 3 |
| 2019 | Guest Editorial Special Issue on Game Competition Frameworks for Research and EducationabstractThe twelve papers in this special section focus on game competition frameworks for the research and education markets. Presents highlights of some high-quality research and remarkable educational applications using the game competition frameworks. Jialin Liu 0001, Diego Perez Liebana, Tristan Cazenave, Ruck Thawonmas |
IEEE Trans. Games | 2 |
| 2019 | General Video Game AI: A Multitrack Framework for Evaluating Agents, Games, and Content Generation AlgorithmsabstractGeneral video game playing aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, the General Video Game Artificial Intelligence (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy-to-use platform for testing their artificial intelligence (AI) methods with potentially infinity of games created using the video game description language (VGDL). The framework has been expanded into several tracks during the last few years to meet the demands of different research directions. The agents are required either to play multiple unknown games with or without access to game simulations, or to design new game levels or rules. This survey paper presents the VGDL, the GVGAI framework, existing tracks, and reviews the wide use of GVGAI framework in research, education, and competitions five years after its birth. A future plan of framework improvements is also described. Diego Perez Liebana, Jialin Liu 0001, Ahmed Khalifa 0001, Raluca D. Gaina, Julian Togelius, Simon M. Lucas |
IEEE Trans. Games | 1 |
| 2018 | The N-Tuple Bandit Evolutionary Algorithm for Game Agent OptimisationabstractThis paper describes the N-Tuple Bandit Evolutionary Algorithm (NTBEA), an optimisation algorithm developed for noisy and expensive discrete (combinatorial) optimisation problems. The algorithm is applied to two game-based hyperparameter optimisation problems. The N-Tuple system directly models the statistics, approximating the fitness and number of evaluations of each modelled combination of parameters. The model is simple, efficient and informative. Results show that the NTBEA significantly outperforms grid search and an estimation of distribution algorithm. Simon M. Lucas, Jialin Liu 0001, Diego Perez Liebana |
CEC | 3 |
| 2018 | Self-adaptive MCTS for General Video Game Playing
Chiara F. Sironi, Jialin Liu 0001, Diego Perez Liebana, Raluca D. Gaina, Ivan Bravi, Simon M. Lucas, Mark H. M. Winands |
EvoApplications | 3 |
| 2018 | Studying believability assessment in racing gamesabstractBelievability is a hard concept to define in video games. It depends on how and what one considers to be "believable", which is often very subjective. In previous years, several researchers have tried to find ways of assessing such concepts in games through Turing Tests on agents, which were programmed to behave like a human instead of focusing only on winning. Examples are the Mario AI Competition and the 2K BotPrize. Given the small pool of explored parameters and a focus on programming the bots rather than the assessment, in this paper we present work examining different methods of evaluating believability in video games. We explore believability through recorded gameplay and allow judges to analyze it. However, we use different parameters - such as ranking rather than binary answers - for asking how human-like the presented behaviours are. The objective of this study is to analyze the different ways believability can be assessed, for humans and non-player characters (NPCs) by comparing how results between them and scores are affected in both when changing the parameters. In order to provide a more general analysis, the study is carried out using two different racing games rather than one. Results show that these parameters have indeed changed the overall results of the study and how important it is to be able to generalize these concepts in game AI, given how clear it is that believability is dependent on genre, game and even the design of the questionnaire. Cristiana Pacheco, Laurissa N. Tokarchuk, Diego Perez Liebana |
FDG | 3 |
| 2018 | The 2016 Two-Player GVGAI CompetitionabstractThis paper showcases the setting and results of the first Two-Player General Video Game AI Competition, which ran in 2016 at the IEEE World Congress on Computational Intelligence and the IEEE Conference on Computational Intelligence and Games. The challenges for the general game AI agents are expanded in this track from the single-player version, looking at direct player interaction in both competitive and cooperative environments of various types and degrees of difficulty. The focus is on the agents not only handling multiple problems, but also having to account for another intelligent entity in the game, who is expected to work toward their own goals (winning the game). This other player will possibly interact with first agent in a more engaging way than the environment or any nonplaying character may do. The top competition entries are analyzed in detail and the performance of all agents is compared across the four sets of games. The results validate the competition system in assessing generality, as well as showing Monte Carlo tree search continuing to dominate by winning the overall championship. However, this approach is closely followed by rolling horizon evolutionary algorithms, employed by the winner of the second leg of the contest. Raluca D. Gaina, Adrien Couëtoux, Dennis J. N. J. Soemers, Mark H. M. Winands, Tom Vodopivec, Florian Kirchgeßner, Jialin Liu 0001, Simon M. Lucas, Diego Perez Liebana |
IEEE Trans. Games | 9 |
| 2018 | Pac-ManConquers Academia: Two Decades of Research Using a Classic Arcade GameabstractPac-Man and its equally popular successor Ms.Pac-Man are often attributed to being the frontrunners of the golden age of arcade video games. Their impact goes well beyond the commercial world of video games and both games have featured in numerous academic research projects over the last two decades. In fact, scientific interest is on the rise and many avenues of research have been pursued, including studies in robotics, biology, sociology, and psychology. The most active field of research is computational intelligence, not least because of popular academic gaming competitions that feature Ms. Pac-Man. This paper summarizes the peer-reviewed research that focuses on either game (or close variants thereof) with particular emphasis on the field of computational intelligence. The potential usefulness of games like Pac-Man for higher education is also discussed and the paper concludes with a discussion of prospects for future work. Philipp Rohlfshagen, Jialin Liu 0001, Diego Perez Liebana, Simon M. Lucas |
IEEE Trans. Games | 3 |
| 2017 | Population seeding techniques for Rolling Horizon Evolution in General Video Game PlayingabstractWhile Monte Carlo Tree Search and closely related methods have dominated General Video Game Playing, recent research has demonstrated the promise of Rolling Horizon Evolutionary Algorithms as an interesting alternative. However, there is little attention paid to population initialization techniques in the setting of general real-time video games. Therefore, this paper proposes the use of population seeding to improve the performance of Rolling Horizon Evolution and presents the results of two methods, One Step Look Ahead and Monte Carlo Tree Search, tested on 20 games of the General Video Game AI corpus with multiple evolution parameter values (population size and individual length). An in-depth analysis is carried out between the results of the seeding methods and the vanilla Rolling Horizon Evolution. In addition, the paper presents a comparison to a Monte Carlo Tree Search algorithm. The results are promising, with seeding able to boost performance significantly over baseline evolution and even match the high level of play obtained by the Monte Carlo Tree Search. Raluca D. Gaina, Simon M. Lucas, Diego Perez Liebana |
CEC | 3 |
| 2017 | The N-Tuple bandit evolutionary algorithm for automatic game improvementabstractThis paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game Design. The approach adopted in this paper is to use observations of AI agents playing the game to estimate the game's quality. Some of best agents for this purpose are General Video Game AI agents, since they can be deployed directly on a new game without game-specific tuning; these agents tend to be based on stochastic algorithms which give robust but noisy results and tend to be expensive to run. This motivates the main contribution of the paper: the development of the novel N-Tuple Bandit Evolutionary Algorithm, where a model is used to estimate the fitness of unsampled points and a bandit approach is used to balance exploration and exploitation of the search space. Initial results on optimising a Space Battle game variant suggest that the algorithm offers far more robust results than the Random Mutation Hill Climber and a Biased Mutation variant, which are themselves known to offer competitive performance across a range of problems. Subjective observations are also given by human players on the nature of the evolved games, which indicate a preference towards games generated by the N-Tuple algorithm. Kamolwan Kunanusont, Raluca D. Gaina, Jialin Liu 0001, Diego Perez Liebana, Simon M. Lucas |
CEC | 4 |
| 2017 | General Video Game AI: Learning from screen captureabstractGeneral Video Game Artificial Intelligence is a general game playing framework for Artificial General Intelligence research in the video-games domain. In this paper, we propose for the first time a screen capture learning agent for General Video Game AI framework. A Deep Q-Network algorithm was applied and improved to develop an agent capable of learning to play different games in the framework. After testing this algorithm using various games of different categories and difficulty levels, the results suggest that our proposed screen capture learning agent has the potential to learn many different games using only a single learning algorithm. Kamolwan Kunanusont, Simon M. Lucas, Diego Perez Liebana |
CEC | 3 |
| 2017 | Bandit-based Random Mutation Hill-ClimbingabstractThe Random Mutation Hill-Climbing algorithm is a direct search technique mostly used in discrete domains. It repeats the process of randomly selecting a neighbour of a best-so-far solution and accepts the neighbour if it is better than or equal to it. In this work, we propose to use a novel method to select the neighbour solution using a set of independent multi-armed bandit-style selection units which results in a bandit-based Random Mutation Hill-Climbing algorithm. The new algorithm significantly outperforms Random Mutation Hill-Climbing in both OneMax (in noise-free and noisy cases) and Royal Road problems (in the noise-free case). The algorithm shows particular promise for discrete optimisation problems where each fitness evaluation is expensive. Jialin Liu 0001, Diego Perez Liebana, Simon M. Lucas |
CEC | 2 |
| 2017 | Evolving Game Skill-Depth using General Video Game AI agentsabstractMost games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games. One of the hardest parts of this approach is defining a suitable fitness function. In this paper we explore the possibility of using one of a growing set of General Video Game AI agents to perform automatic play-testing. This enables a very general approach to game evaluation based on estimating the skill-depth of a game. Agent-based play-testing is computationally expensive, so we compare two simple but efficient optimisation algorithms: the Random Mutation Hill-Climber and the Multi-Armed Bandit Random Mutation Hill-Climber. For the test game we use a space-battle game in order to provide a suitable balance between simulation speed and potential skill-depth. Results show that both algorithms are able to rapidly evolve game versions with significant skill-depth, but that choosing a suitable resampling number is essential in order to combat the effects of noise. Jialin Liu 0001, Julian Togelius, Diego Perez Liebana, Simon M. Lucas |
CEC | 3 |
| 2017 | Evaluating and modelling Hanabi-playing agentsabstractAgent modelling involves considering how other agents will behave, in order to influence your own actions. In this paper, we explore the use of agent modelling in the hidden-information, collaborative card game Hanabi. We implement a number of rule-based agents, both from the literature and of our own devising, in addition to an Information Set-Monte Carlo Tree Search (IS-MCTS) agent. We observe poor results from IS-MCTS, so construct a new, predictor version that uses a model of the agents with which it is paired. We observe a significant improvement in game-playing strength from this agent in comparison to IS-MCTS, resulting from its consideration of what the other agents in a game would do. In addition, we create a flawed rule-based agent to highlight the predictor's capabilities with such an agent. Joseph Walton-Rivers, Piers R. Williams, Richard A. Bartle, Diego Perez Liebana, Simon M. Lucas |
CEC | 4 |
| 2017 | Analysis of Vanilla Rolling Horizon Evolution Parameters in General Video Game Playing
Raluca D. Gaina, Jialin Liu 0001, Simon M. Lucas, Diego Perez Liebana |
EvoApplications (1) | 4 |
| 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. | 3 |
| 2017 | Evolutionary Behavior Tree Approaches for Navigating Platform GamesabstractComputer games are highly dynamic environments, where players are faced with a multitude of potentially unseen scenarios. In this paper, AI controllers are applied to the Mario AI benchmark platform, by using the grammatical evolution system to evolve behavior tree structures. These controllers are either evolved to both deal with navigation and reactiveness to elements of the game or used in conjunction with a dynamic A* approach. The results obtained highlight the applicability of behavior trees as representations for evolutionary computation and their flexibility for incorporation of diverse algorithms to deal with specific aspects of bot control in game environments. Miguel Nicolau, Diego Perez Liebana, Michael O'Neill 0001, Anthony Brabazon |
IEEE Trans. Comput. Intell. AI Games | 2 |
| 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 | 1 |
| 2016 | Multi-objective tree search approaches for general video game playingabstractThe design of algorithms for Game AI agents usually focuses on the single objective of winning, or maximizing a given score. Even if the heuristic that guides the search (for reinforcement learning or evolutionary approaches) is composed of several factors, these typically provide a single numeric value (reward or fitness, respectively) to be optimized. Multi-Objective approaches are an alternative concept to face these problems, as they try to optimize several objectives, often contradictory, at the same time. This paper proposes for the first time a study of Multi-Objective approaches for General Video Game playing, where the game to be played is not known a priori by the agent. The experimental study described here compares several algorithms in this setting, and the results suggest that Multi-Objective approaches can perform even better than their single-objective counterparts. Diego Perez Liebana, Sanaz Mostaghim, Simon M. Lucas |
CEC | 1 |
| 2016 | General Video Game Level GenerationabstractThis paper presents a framework and an initial study in general video game level generation, the problem of generating levels for not only a single game but for any game within a specified range. While existing level generators are tailored to a particular game, this new challenge requires generators to take into account the constraints and affordances of games that might not even have been designed when the generator was constructed. The framework presented here builds on the General Video Game AI framework (GVG-AI) and the Video Game Description Language (VGDL), in order to reap synergies from research activities connected to the General Video Game Playing Competition. The framework will also form the basis for a new track of this competition. In addition to the framework, the paper presents three general level generators and an empirical comparison of their qualities. Ahmed Khalifa 0001, Diego Perez Liebana, Simon M. Lucas, Julian Togelius |
GECCO | 2 |
| 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 | 1 |
| 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 | 2 |
| 2015 | Open Loop Search for General Video Game PlayingabstractGeneral Video Game Playing is a sub-field of Game Artificial Intelligence, where the goal is to find algorithms capable of playing many different real-time games, some of them unknown a priori. In this scenario, the presence of domain knowledge must be severely limited, or the algorithm will overfit to the training games and perform poorly on the unknown games of the test set. Research in this area has been of special interest in the last years, with emerging contests like the General Video Game AI (GVG-AI) Competition. This paper introduces three different open loop techniques for dealing with this problem. First, a simple directed depth first search algorithm is employed as a baseline. Then, a tree search algorithm with a multi-armed bandit based tree policy is presented, followed by a Rolling Horizon Evolutionary Algorithm (RHEA) approach. In order to test these techniques, the games from the GVG-AI Competition framework are used as a benchmark, evaluation on a training set of 29 games, and submitting to the 10 unknown games at the competition website. Results show how the general game-independent heuristic proposed works well across all algorithms and games, and how the RHEA becomes the best evolutionary technique in the rankings of the test set. Diego Perez Liebana, Jens Dieskau, Martin Hunermund, Sanaz Mostaghim, Simon M. Lucas |
GECCO | 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 | 1 |
| 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 | 1 |
| 2014 | Fast Evolutionary Adaptation for Monte Carlo Tree Search
Simon M. Lucas, Spyridon Samothrakis, Diego Perez Liebana |
EvoApplications | 3 |
| 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 | 1 |
| 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. | 1 |
| 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 | 1 |
| 2012 | The physical travelling salesman problem: WCCI 2012 competitionabstractNumerous competitions have emerged in recent years that allow researchers to evaluate their algorithms on a variety of real-time video games with different degrees of complexity. These competitions, which vary from classical arcade games like Ms Pac-Man to racing simulations (Torcs) and realtime strategy games (StarCraft), are essential to establish a uniform testbed that allows practitioners to refine their algorithms over time. In this paper we propose a new competition to be held for the first time at WCCI 2012: the Physical Travelling Salesman Problem is an open-ended single-player real-time game that removes some of the complexities evident in other video games while preserving some of the most fundamental challenges. This paper motivates and outlines the PTSP and discusses in detail the framework of the competition, including software interfaces, parameter settings, rules and details of submission. Diego Perez Liebana, Philipp Rohlfshagen, Simon M. Lucas |
IEEE Congress on Evolutionary Computation | 1 |
| 2012 | Monte-Carlo Tree Search for the Physical Travelling Salesman Problem
Diego Perez Liebana, Philipp Rohlfshagen, Simon M. Lucas |
EvoApplications | 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 | 8 |
| 2011 | Evolving Behaviour Trees for the Mario AI Competition Using Grammatical Evolution
Diego Perez Liebana, Miguel Nicolau, Michael O'Neill 0001, Anthony Brabazon |
EvoApplications (1) | 1 |
| 2010 | The 2009 Simulated Car Racing ChampionshipabstractIn this paper, we overview the 2009 Simulated Car Racing Championship-an event comprising three competitions held in association with the 2009 IEEE Congress on Evolutionary Computation (CEC), the 2009 ACM Genetic and Evolutionary Computation Conference (GECCO), and the 2009 IEEE Symposium on Computational Intelligence and Games (CIG). First, we describe the competition regulations and the software framework. Then, the five best teams describe the methods of computational intelligence they used to develop their drivers and the lessons they learned from the participation in the championship. The organizers provide short summaries of the other competitors. Finally, we summarize the championship results, followed by a discussion about what the organizers learned about 1) the development of high-performing car racing controllers and 2) the organization of scientific competitions. Daniele Loiacono, Pier Luca Lanzi, Julian Togelius, Enrique Onieva, David A. Pelta, Martin V. Butz, Thies D. Lönneker, Luigi Cardamone, Diego Perez Liebana, Yago Saez, Mike Preuss, Jan Quadflieg |
IEEE Trans. Comput. Intell. AI Games | 9 |
| 2008 | Driving Cars by Means of Genetic Algorithms
Yago Saez, Diego Perez Liebana, Oscar Sanjuán Martínez, Pedro Isasi Viñuela |
PPSN | 2 |