VLDB 2026 Research / reviewers in the wild / expert
Dennis J. N. J. Soemers
dblp:195/5774
· DBLP profile ↗
22ranked-venue papers
9as first author
12since 2021 · last 2025
0000-0003-3241-8957ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 15 · 5 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 12 · 4 first-author · 6 since 2021Artificial intelligence and machine learning · 9 · 4 first-author · 5 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Generalized Proof-Number Monte-Carlo Tree SearchabstractThis paper presents Generalized Proof-Number Monte-Carlo Tree Search: a generalization of recently proposed combinations of Proof-Number Search (PNS) with Monte-Carlo Tree Search (MCTS), which use (dis)proof numbers to bias UCB1-based Selection strategies towards parts of the search that are expected to be easily (dis)proven. We propose three core modifications of prior combinations of PNS with MCTS. First, we track proof numbers per player. This reduces code complexity in the sense that we no longer need disproof numbers, and generalizes the technique to be applicable to games with more than two players. Second, we propose and extensively evaluate different methods of using proof numbers to bias the selection strategy, achieving strong performance with strategies that are simpler to implement and compute. Third, we merge our technique with Score Bounded MCTS, enabling the algorithm to prove and leverage upper and lower bounds on scores—as opposed to only proving wins or not-wins. Experiments demonstrate substantial performance increases, reaching the range of 80% for 8 out of the 11 tested board games. Jakub Kowalski, Dennis J. N. J. Soemers, Szymon Kosakowski, Mark H. M. Winands |
ECAI | 2 |
| 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) | 1 |
| 2025 | Proof Number-Based Monte Carlo Tree SearchabstractThis paper proposes a new game-search algorithm, PN-MCTS, which combines Monte-Carlo Tree Search (MCTS) and Proof-Number Search (PNS). These two algorithms have been successfully applied for decision making in a range of domains. We define three areas where the additional knowledge provided by the proof and disproof numbers gathered in MCTS trees might be used: final move selection, solving subtrees, and the UCB1 selection mechanism. We test all possible combinations on different time settings, playing against vanilla UCT on several games: Lines of Action (7×7 and 8×8 board sizes), MiniShogi, Knightthrough, and Awari. Furthermore, we extend this new algorithm to properly address games with draws, like Awari, by adding an additional layer of PNS on top of the MCTS tree. The experiments show that PN-MCTS is able to outperform MCTS in all tested game domains, achieving win rates up to 96.2% for Lines of Action. Jakub Kowalski, Elliot Doe, Mark H. M. Winands, Daniel Górski, Dennis J. N. J. Soemers |
IEEE Trans. Games | 5 |
| 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 | 2 |
| 2024 | Towards a Characterisation of Monte-Carlo Tree Search Performance in Different GamesabstractMany enhancements to Monte-Carlo Tree Search (MCTS) have been proposed over almost two decades of general game playing and other artificial intelligence research. However, our ability to characterise and understand which variants work well or poorly in which games is still lacking. This paper describes work on an initial dataset that we have built to make progress towards such an understanding: 268,386 plays among 61 different agents across 1494 distinct games. We describe a preliminary analysis and work on training predictive models on this dataset, as well as lessons learned and future plans for a new and improved version of the dataset. Dennis J. N. J. Soemers, Guillaume Bams, Max Persoon, Marco Rietjens, Dimitar Sladic, Stefan Stefanov, Kurt Driessens, Mark H. M. Winands |
CoG | 1 |
| 2024 | The Ludii Game Description Language is UniversalabstractThere are several different game description languages (GDLs), each intended to allow wide ranges of arbitrary games (i.e., general games) to be described in a single higher-level language than general-purpose programming languages. Games described in such formats can subsequently be presented as challenges for automated general game playing agents, which are expected to be capable of playing any arbitrary game described in such a language without prior knowledge about the games to be played. The language used by the Ludii general game system was previously shown to be capable of representing equivalent games for any arbitrary, finite, deterministic, fully observable extensive-form game. In this paper, we prove its universality by extending this to include finite non-deterministic and imperfect-information games. Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson 0001, Cameron Browne |
CoG | 1 |
| 2024 | GAVEL: Generating Games via Evolution and Language ModelsabstractAutomatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and accurately evaluating the originality and quality of previously unseen games. Prior work in automated game generation has largely focused on relatively restricted rule representations and relied on domain-specific heuristics. In this work, we explore the generation of novel games in the comparatively expansive Ludii game description language, which encodes the rules of over 1000 board games in a variety of styles and modes of play. We draw inspiration from recent advances in large language models and evolutionary computation in order to train a model that intelligently mutates and recombines games and mechanics expressed as code. We demonstrate both quantitatively and qualitatively that our approach is capable of generating new and interesting games, including in regions of the potential rules space not covered by existing games in the Ludii dataset. Graham Todd, Alexander Padula, Matthew Stephenson 0001, Éric Piette, Dennis J. N. J. Soemers, Julian Togelius |
NeurIPS | 5 |
| 2023 | Spatial state-action features for general gamesabstractIn many board games and other abstract games, patterns have been used as features that can guide automated game-playing agents. Such patterns or features often represent particular configurations of pieces, empty positions, etc., which may be relevant for a game's strategies. Their use has been particularly prevalent in the game of Go, but also many other games used as benchmarks for AI research. In this paper, we formulate a design and efficient implementation of spatial state-action features for general games. These are patterns that can be trained to incentivise or disincentivise actions based on whether or not they match variables of the state in a local area around action variables. We provide extensive details on several design and implementation choices, with a primary focus on achieving a high degree of generality to support a wide variety of different games using different board geometries or other graphs. Secondly, we propose an efficient approach for evaluating active features for any given set of features. In this approach, we take inspiration from heuristics used in problems such as SAT to optimise the order in which parts of patterns are matched and prune unnecessary evaluations. This approach is defined for a highly general and abstract description of the problem—phrased as optimising the order in which propositions of formulas in disjunctive normal form are evaluated—and may therefore also be of interest to other types of problems than board games. An empirical evaluation on 33 distinct games in the Ludii general game system demonstrates the efficiency of this approach in comparison to a naive baseline, as well as a baseline based on prefix trees, and demonstrates that the additional efficiency significantly improves the playing strength of agents using the features to guide search. Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson 0001, Cameron Browne |
Artif. Intell. | 1 |
| 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. | 1 |
| 2022 | Combining Monte-Carlo Tree Search with Proof-Number SearchabstractProof-Number Search (PNS) and Monte-Carlo Tree Search (MCTS) have been successfully applied for decision making in a range of games. This paper proposes a new approach called PN-MCTS that combines these two tree-search methods by incorporating the concept of proof and disproof numbers into the UCT formula of MCTS. Experimental results demonstrate that PN-MCTS outperforms basic MCTS in several games including Lines of Action, MiniShogi, Knightthrough, and Awari, achieving win rates up to 94.0%. Elliot Doe, Mark H. M. Winands, Dennis J. N. J. Soemers, Cameron Browne |
CoG | 3 |
| 2021 | General Board Game ConceptsabstractMany games often share common ideas or aspects between them, such as their rules, controls, or playing area. However, in the context of General Game Playing (GGP) for board games, this area remains under-explored. We propose to formalise the notion of “game concept”, inspired by terms generally used by game players and designers. Through the Ludii General Game System, we describe concepts for several levels of abstraction, such as the game itself, the moves played, or the states reached. This new GGP feature associated with the ludeme representation of games opens many new lines of research. The creation of a hyper-agent selector, the transfer of AI learning between games, or explaining AI techniques using game terms, can all be facilitated by the use of game concepts. Other applications which can benefit from game concepts are also discussed, such as the generation of plausible reconstructed rules for incomplete ancient games, or the implementation of a board game recommender system. Éric Piette, Matthew Stephenson 0001, Dennis J. N. J. Soemers, Cameron Browne |
CoG | 3 |
| 2021 | General Game Heuristic Prediction Based on Ludeme DescriptionsabstractThis paper investigates the performance of different general-game-playing heuristics for games in the Ludii general game system. Based on these results, we train several regression learning models to predict the performance of these heuristics based on each game's description file. We also provide a condensed analysis of the games available in Ludii, and the different ludemes that define them. Matthew Stephenson 0001, Dennis J. N. J. Soemers, Éric Piette, Cameron Browne |
CoG | 2 |
| 2020 | Manipulating the Distributions of Experience used for Self-Play Learning in Expert IterationabstractExpert Iteration (ExIt) is an effective framework for learning game-playing policies from self-play. ExIt involves training a policy to mimic the search behaviour of a tree search algorithm -- such as Monte-Carlo tree search -- and using the trained policy to guide it. The policy and the tree search can then iteratively improve each other, through experience gathered in self-play between instances of the guided tree search algorithm. This paper outlines three different approaches for manipulating the distribution of data collected from self-play, and the procedure that samples batches for learning updates from the collected data. Firstly, samples in batches are weighted based on the durations of the episodes in which they were originally experienced. Secondly, Prioritized Experience Replay is applied within the ExIt framework, to prioritise sampling experience from which we expect to obtain valuable training signals. Thirdly, a trained exploratory policy is used to diversify the trajectories experienced in self-play. This paper summarises the effects of these manipulations on training performance evaluated in fourteen different board games. We find major improvements in early training performance in some games, and minor improvements averaged over fourteen games. Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson 0001, Cameron Browne |
CoG | 1 |
| 2020 | Ludii - The Ludemic General Game SystemabstractAccepted at ECAI 2020 Éric Piette, Dennis J. N. J. Soemers, Matthew Stephenson 0001, Chiara F. Sironi, Mark H. M. Winands, Cameron Browne |
ECAI | 2 |
| 2019 | Biasing MCTS with Features for General GamesabstractThis paper proposes using a linear function approximator, rather than a deep neural network (DNN), to bias a Monte Carlo tree search (MCTS) player for general games. This is unlikely to match the potential raw playing strength of DNNs, but has advantages in terms of generality, interpretability and resources (time and hardware) required for training. Features describing local patterns are used as inputs. The features are formulated in such a way that they are easily interpretable and applicable to a wide range of general games, and might encode simple local strategies. We gradually create new features during the same self-play training process used to learn feature weights. We evaluate the playing strength of an MCTS player biased by learnt features against a standard upper confidence bounds for trees (UCT) player in multiple different board games, and demonstrate significantly improved playing strength in the majority of them after a small number of self-play training games. Dennis J. N. J. Soemers, Éric Piette, Cameron Browne |
CEC | 1 |
| 2019 | Ludii and XCSP: Playing and Solving Logic PuzzlesabstractMany of the famous single-player games, commonly called puzzles, can be shown to be NP-Complete. Indeed, this class of complexity contains hundreds of puzzles, since people particularly appreciate completing an intractable puzzle, such as Sudoku, but also enjoy the ability to check their solution easily once it's done. For this reason, using constraint programming is naturally suited to solve them. In this paper, we focus on logic puzzles described in the Ludii general game system and we propose using the XCSP formalism in order to solve them with any CSP solver. Cédric Piette, Éric Piette, Matthew Stephenson 0001, Dennis J. N. J. Soemers, Cameron Browne |
CoG | 4 |
| 2019 | An Empirical Evaluation of Two General Game Systems: Ludii and RBGabstractAlthough General Game Playing (GGP) systems can facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often computationally inefficient and somewhat specialised to a specific class of games. However, since the start of this year, two General Game Systems have emerged that provide efficient alternatives to the academic state of the art - the Game Description Language (GDL). In order of publication, these are the Regular Boardgames language (RBG), and the Ludii system. This paper offers an experimental evaluation of Ludii. Here, we focus mainly on a comparison between the two new systems in terms of two key properties for any GGP system: simplicity/clarity (e.g. human-readability), and efficiency. Éric Piette, Matthew Stephenson 0001, Dennis J. N. J. Soemers, Cameron Browne |
CoG | 3 |
| 2019 | Learning Policies from Self-Play with Policy Gradients and MCTS Value EstimatesabstractIn recent years, state-of-the-art game-playing agents often involve policies that are trained in self-playing processes where Monte Carlo tree search (MCTS) algorithms and trained policies iteratively improve each other. The strongest results have been obtained when policies are trained to mimic the search behaviour of MCTS by minimising a cross-entropy loss. Because MCTS, by design, includes an element of exploration, policies trained in this manner are also likely to exhibit a similar extent of exploration. In this paper, we are interested in learning policies for a project with future goals including the extraction of interpretable strategies, rather than state-of-the-art game-playing performance. For these goals, we argue that such an extent of exploration is undesirable, and we propose a novel objective function for training policies that are not exploratory. We derive a policy gradient expression for maximising this objective function, which can be estimated using MCTS value estimates, rather than MCTS visit counts. We empirically evaluate various properties of resulting policies, in a variety of board games. Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson 0001, Cameron Browne |
CoG | 1 |
| 2019 | Ludii as a Competition PlatformabstractLudii is a general game system being developed as part of the ERC-funded Digital Ludeme Project (DLP). While its primary aim is to model, play, and analyse the full range of traditional strategy games, Ludii also has the potential to support a wide range of AI research topics and competitions. This paper describes some of the future competitions and challenges that we intend to run using the Ludii system, highlighting some of its most important aspects that can potentially lead to many algorithm improvements and new avenues of research. We compare and contrast our proposed competition motivations, goals and frameworks against those of existing general game playing competitions, addressing the strengths and weaknesses of each platform. Matthew Stephenson 0001, Éric Piette, Dennis J. N. J. Soemers, Cameron Browne |
CoG | 3 |
| 2019 | An Overview of the Ludii General Game SystemabstractThe Digital Ludeme Project (DLP) aims to reconstruct and analyse over 1000 traditional strategy games using modern techniques. One of the key aspects of this project is the development of Ludii, a general game system that will be able to model and play the complete range of games required by this project. Such an undertaking will create a wide range of possibilities for new AI challenges. In this paper we describe many of the features of Ludii that can be used. This includes designing and modifying games using the Ludii game description language, creating agents capable of playing these games, and several advantages the system has over prior general game software. Matthew Stephenson 0001, Éric Piette, Dennis J. N. J. Soemers, Cameron Browne |
CoG | 3 |
| 2018 | Adapting to Concept Drift in Credit Card Transaction Data Streams Using Contextual Bandits and Decision TreesabstractCredit card transactions predicted to be fraudulent by automated detection systems are typically handed over to human experts for verification. To limit costs, it is standard practice to select only the most suspicious transactions for investigation. We claim that a trade-off between exploration and exploitation is imperative to enable adaptation to changes in behavior (concept drift). Exploration consists of the selection and investigation of transactions with the purpose of improving predictive models, and exploitation consists of investigating transactions detected to be suspicious. Modeling the detection of fraudulent transactions as rewarding, we use an incremental Regression Tree learner to create clusters of transactions with similar expected rewards. This enables the use of a Contextual Multi-Armed Bandit (CMAB) algorithm to provide the exploration/exploitation trade-off. We introduce a novel variant of a CMAB algorithm that makes use of the structure of this tree, and use Semi-Supervised Learning to grow the tree using unlabeled data. The approach is evaluated on a real dataset and data generated by a simulator that adds concept drift by adapting the behavior of fraudsters to avoid detection. It outperforms frequently used offline models in terms of cumulative rewards, in particular in the presence of concept drift. Dennis J. N. J. Soemers, Tim Brys, Kurt Driessens, Mark H. M. Winands, Ann Nowé |
AAAI | 1 |
| 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 | 3 |