Steven James 0001

dblp:195/8202 · also Steven D. James · DBLP profile ↗
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18ranked-venue papers
4as first author
12since 2021 · last 2026
0000-0003-4366-4125ORCID · verified

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

Artificial intelligence and machine learning · 18 · 4 first-author · 12 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Mortar: Evolving Mechanics for Automatic Game Design
abstract
We present Mortar, a system for autonomously evolving game mechanics for automatic game design. Game mechanics define the rules and interactions that govern gameplay, and designing them manually is a time-consuming and expert-driven process. Mortar combines a quality-diversity algorithm with a large language model to explore a diverse set of mechanics, which are evaluated by synthesising complete games that incorporate both evolved mechanics and those drawn from an archive. The mechanics are evaluated by composing complete games through a tree search procedure, where the resulting games are evaluated by their ability to preserve a skill-based ordering over players—that is, whether stronger players consistently outperform weaker ones. We assess the mechanics based on their contribution towards the skill-based ordering score in the game. We demonstrate that Mortar produces games that appear diverse and playable, and mechanics that contribute more towards the skill-based ordering score in the game. We perform ablation studies to assess the role of each system component and a user study to evaluate the games based on human feedback.
Muhammad Umair Nasir, Steven James 0001, Julian Togelius
GECCO3
2025 Skill-Driven Neurosymbolic State Abstractions
abstract
We consider how to construct state abstractions compatible with a given set of abstract actions, to obtain a well-formed abstract Markov decision process (MDP). We show that the Bellman equation suggests that abstract states should represent distributions over states in the ground MDP; we characterize the conditions under which the resulting process is Markov and approximately model-preserving, derive algorithms for constructing and planning with the abstract MDP, and apply them to a visual maze task. We generalize these results to the factored actions case, characterizing the conditions that result in factored abstract states and apply the resulting algorithm to Montezuma's Revenge. These results provide a powerful and principled framework for constructing neurosymbolic abstract Markov decision processes.
Alper Ahmetoglu, Steven James 0001, Cameron Allen, Sam Lobel, David Abel, George Dimitri Konidaris
NeurIPS2
2025 Composition and Zero-Shot Transfer with Lattice Structures in Reinforcement Learning
abstract
An important property of long-lived agents is the ability to reuse existing knowledge to solve new tasks. An appealing approach towards obtaining such agents is by leveraging logical composition over tasks, where new tasks are defined by applying logic operators to previously-solved ones. This composition is particularly powerful since it provides a human-understandable mechanism for task specification. However, no unifying formalism for applying logic operators to tasks and generalising combinatorially over them has yet been developed. We address the problem by formally defining logical composition as operators acting on a set of tasks in a lattice structure—the algebraic structure that generalises the study of Boolean logic. This provides a theoretically rigorous method for composing tasks, allowing us to formulate new tasks in terms of the negation, disjunction, and conjunction of a set of base tasks. We prove that by learning a new type of goal-oriented value function model free, called the world value function, an agent can solve composite tasks involving arbitrary logical operators with no further learning. We verify our approach in high-dimensional domains—including a video game environment and continuous-control task—where an agent first learns to solve a set of base tasks, and then composes these solutions to solve a super-exponential number of new tasks.
Geraud Nangue Tasse, Steven James 0001, Benjamin Rosman
J. Artif. Intell. Res.2
2024 LLMatic: Neural Architecture Search Via Large Language Models And Quality Diversity Optimization
abstract
Large language models (LLMs) have emerged as powerful tools capable of accomplishing a broad spectrum of tasks. Their abilities span numerous areas, and one area where they have made a significant impact is in the domain of code generation. Here, we propose using the coding abilities of LLMs to introduce meaningful variations to code defining neural networks. Meanwhile, Quality-Diversity (QD) algorithms are known to discover diverse and robust solutions. By merging the code-generating abilities of LLMs with the diversity and robustness of QD solutions, we introduce LLMatic, a Neural Architecture Search (NAS) algorithm. While LLMs struggle to conduct NAS directly through prompts, LLMatic uses a procedural approach, leveraging QD for prompts and network architecture to create diverse and high-performing networks. We test LLMatic on the CIFAR-10 and NAS-bench-201 benchmarks, demonstrating that it can produce competitive networks while evaluating just 2, 000 candidates, even without prior knowledge of the benchmark domain or exposure to any previous top-performing models for the benchmark. The open-sourced code is available at https://github.com/umair-nasir14/LLMatic.
Muhammad Umair Nasir, Sam Earle, Julian Togelius, Steven James 0001, Christopher W. Cleghorn
GECCO4
2024 Skill Machines: Temporal Logic Skill Composition in Reinforcement Learning
abstract
It is desirable for an agent to be able to solve a rich variety of problems that can be specified through language in the same environment. A popular approach towards obtaining such agents is to reuse skills learned in prior tasks to generalise compositionally to new ones. However, this is a challenging problem due to the curse of dimensionality induced by the combinatorially large number of ways high-level goals can be combined both logically and temporally in language. To address this problem, we propose a framework where an agent first learns a sufficient set of skill primitives to achieve all high-level goals in its environment. The agent can then flexibly compose them both logically and temporally to provably achieve temporal logic specifications in any regular language, such as regular fragments of linear temporal logic. This provides the agent with the ability to map from complex temporal logic task specifications to near-optimal behaviours zero-shot. We demonstrate this experimentally in a tabular setting, as well as in a high-dimensional video game and continuous control environment. Finally, we also demonstrate that the performance of skill machines can be improved with regular off-policy reinforcement learning algorithms when optimal behaviours are desired.
Geraud Nangue Tasse, Devon Jarvis, Steven James 0001, Benjamin Rosman
ICLR3
2024 GameTraversalBenchmark: Evaluating Planning Abilities Of Large Language Models Through Traversing 2D Game Maps
abstract
Large language models (LLMs) have recently demonstrated great success in generating and understanding natural language. While they have also shown potential beyond the domain of natural language, it remains an open question as to what extent and in which way these LLMs can plan. We investigate their planning capabilities by proposing \texttt{GameTraversalBenchmark (GTB)}, a benchmark consisting of diverse 2D grid-based game maps. An LLM succeeds if it can traverse through given objectives, with a minimum number of steps and a minimum number of generation errors. We evaluate a number of LLMs on \texttt{GTB} and found that GPT-4-Turbo achieved the highest score of $44.97\%$ on \texttt{GTB\_Score} (GTBS), a composite score that combines the three above criteria. Furthermore, we preliminarily test large reasoning models, namely o1, which scores $67.84\%$ on GTBS, indicating that the benchmark remains challenging for current models. Code, data, and documentation are available at \url{https://github.com/umair-nasir14/Game-Traversal-Benchmark}.
Muhammad Umair Nasir, Steven James 0001, Julian Togelius
NeurIPS2
2024 Hierarchically Composing Level Generators for the Creation of Complex Structures
abstract
Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is focused on generating relatively straightforward levels in simple games, as it is challenging to design an optimizable objective function for complex settings. This limits the applicability of PCG to more complex and modern titles, hindering its adoption in the industry. Our work aims to address this limitation by introducing a compositional level generation method that recursively composes simple low-level generators to construct large and complex creations. This approach allows for easily-optimizable objectives and the ability to design a complex structure in an interpretable way by referencing lower-level components. We empirically demonstrate that our method outperforms a noncompositional baseline by more accurately satisfying a designer's functional requirements in several tasks. Finally, we provide a qualitative showcase (inMinecraft) illustrating the large and complex, but still coherent, structures that were generated using simple base generators.
Michael Beukman, Manuel Fokam, Marcel Kruger, Guy Axelrod, Muhammad Umair Nasir, Branden Ingram, Benjamin Rosman, Steven James 0001
IEEE Trans. Games8
2023 Overlooked Implications of the Reconstruction Loss for VAE Disentanglement
abstract
Learning disentangled representations with variational autoencoders (VAEs) is often attributed to the regularisation component of the loss. In this work, we highlight the interaction between data and the reconstruction term of the loss as the main contributor to disentanglement in VAEs. We show that standard benchmark datasets have unintended correlations between their subjective ground-truth factors and perceived axes in the data according to typical VAE reconstruction losses. Our work exploits this relationship to provide a theory for what constitutes an adversarial dataset under a given reconstruction loss. We verify this by constructing an example dataset that prevents disentanglement in state-of-the-art frameworks while maintaining human-intuitive ground-truth factors. Finally, we re-enable disentanglement by designing an example reconstruction loss that is once again able to perceive the ground-truth factors. Our findings demonstrate the subjective nature of disentanglement and the importance of considering the interaction between the ground-truth factors, data and notably, the reconstruction loss, which is under-recognised in the literature.
Nathan Michlo, Richard Klein 0002, Steven James 0001
IJCAI3
2023 Dynamics Generalisation in Reinforcement Learning via Adaptive Context-Aware Policies
abstract
While reinforcement learning has achieved remarkable successes in several domains, its real-world application is limited due to many methods failing to generalise to unfamiliar conditions. In this work, we consider the problem of generalising to new transition dynamics, corresponding to cases in which the environment's response to the agent's actions differs. For example, the gravitational force exerted on a robot depends on its mass and changes the robot's mobility. Consequently, in such cases, it is necessary to condition an agent's actions on extrinsic state information and pertinent contextual information reflecting how the environment responds. While the need for context-sensitive policies has been established, the manner in which context is incorporated architecturally has received less attention. Thus, in this work, we present an investigation into how context information should be incorporated into behaviour learning to improve generalisation. To this end, we introduce a neural network architecture, the Decision Adapter, which generates the weights of an adapter module and conditions the behaviour of an agent on the context information. We show that the Decision Adapter is a useful generalisation of a previously proposed architecture and empirically demonstrate that it results in superior generalisation performance compared to previous approaches in several environments. Beyond this, the Decision Adapter is more robust to irrelevant distractor variables than several alternative methods.
Michael Beukman, Devon Jarvis, Richard Klein 0002, Steven James 0001, Benjamin Rosman
NeurIPS4
2022 Procedural content generation using neuroevolution and novelty search for diverse video game levels
abstract
Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios. However, adoption is hindered by limitations such as slow generation, as well as low quality and diversity of content. We introduce an evolutionary search-based approach for evolving level generators using novelty search to procedurally generate diverse levels in real time, without requiring training data or detailed domain-specific knowledge. We test our method on two domains, and our results show an order of magnitude speedup in generation time compared to existing methods while obtaining comparable metric scores. We further demonstrate the ability to generalise to arbitrary-sized levels without retraining.
Michael Beukman, Christopher W. Cleghorn, Steven James 0001
GECCO3
2022 Autonomous Learning of Object-Centric Abstractions for High-Level Planning
Steven James 0001, Benjamin Rosman, George Dimitri Konidaris
ICLR1
2022 Generalisation in Lifelong Reinforcement Learning through Logical Composition
Geraud Nangue Tasse, Steven James 0001, Benjamin Rosman
ICLR2
2020 Learning Portable Representations for High-Level Planning
abstract
We present a framework for autonomously learning a portable representation that describes a collection of low-level continuous environments. We show that these abstract representations can be learned in a task-independent egocentric space specific to the agent that, when grounded with problem-specific information, are provably sufficient for planning. We demonstrate transfer in two different domains, where an agent learns a portable, task-independent symbolic vocabulary, as well as operators expressed in that vocabulary, and then learns to instantiate those operators on a per-task basis. This reduces the number of samples required to learn a representation of a new task.
Steven James 0001, Benjamin Rosman, George Dimitri Konidaris
ICML1
2020 A Boolean Task Algebra for Reinforcement Learning
abstract
The ability to compose learned skills to solve new tasks is an important property for lifelong-learning agents. In this work we formalise the logical composition of tasks as a Boolean algebra. This allows us to formulate new tasks in terms of the negation, disjunction and conjunction of a set of base tasks. We then show that by learning goal-oriented value functions and restricting the transition dynamics of the tasks, an agent can solve these new tasks with no further learning. We prove that by composing these value functions in specific ways, we immediately recover the optimal policies for all tasks expressible under the Boolean algebra. We verify our approach in two domains---including a high-dimensional video game environment requiring function approximation---where an agent first learns a set of base skills, and then composes them to solve a super-exponential number of new tasks.
Geraud Nangue Tasse, Steven James 0001, Benjamin Rosman
NeurIPS2
2020 If dropout limits trainable depth, does critical initialisation still matter? A large-scale statistical analysis on ReLU networks
Arnu Pretorius, Elan Van Biljon, Benjamin van Niekerk, Ryan Eloff, Matthew Reynard, Steven James 0001, Benjamin Rosman, Herman Kamper, Steve Kroon
Pattern Recognit. Lett.6
2019 Composing Value Functions in Reinforcement Learning
abstract
An important property for lifelong-learning agents is the ability to combine existing skills to solve new unseen tasks. In general, however, it is unclear how to compose existing skills in a principled manner. Under the assumption of deterministic dynamics, we prove that optimal value function composition can be achieved in entropy-regularised reinforcement learning (RL), and extend this result to the standard RL setting. Composition is demonstrated in a high-dimensional video game, where an agent with an existing library of skills is immediately able to solve new tasks without the need for further learning.
Benjamin van Niekerk, Steven James 0001, Adam Christopher Earle, Benjamin Rosman
ICML2
2018 Learning Portable Symbolic Representations
abstract
An open question in artificial intelligence is how to learn useful representations of the real world. One approach is to learn symbols, which represent the world and its contents, as well as models describing the effects on these symbols when interacting with the world. To date, however, research has investigated learning such representations for a single specific task. Our research focuses on approaches to learning these models in a domain-independent manner. We intend to use these symbolic models to build even higher levels of abstraction, creating a hierarchical representation which could be used to solve complex tasks. This would allow an agent to gather knowledge over the course of its lifetime, which could then be leveraged when faced with a new task, obviating the need to relearn a model every time a new unseen problem is encountered.
Steven James 0001
IJCAI1
2017 An Analysis of Monte Carlo Tree Search
abstract
Monte Carlo Tree Search (MCTS) is a family of directed search algorithms that has gained widespread attention in recent years. Despite the vast amount of research into MCTS, the effect of modifications on the algorithm, as well as the manner in which it performs in various domains, is still not yet fully known. In particular, the effect of using knowledge-heavy rollouts in MCTS still remains poorly understood, with surprising results demonstrating that better-informed rollouts often result in worse-performing agents. We present experimental evidence suggesting that, under certain smoothness conditions, uniformly random simulation policies preserve the ordering over action preferences. This explains the success of MCTS despite its common use of these rollouts to evaluate states. We further analyse non-uniformly random rollout policies and describe conditions under which they offer improved performance.
Steven James 0001, George Dimitri Konidaris, Benjamin Rosman
AAAI1