VLDB 2026 Research / reviewers in the wild / expert
Raluca D. Gaina
dblp:198/1678
· DBLP profile ↗
21ranked-venue papers
9as first author
6since 2021 · last 2025
0000-0002-0283-8312ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 5 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 11 · 4 first-author · 4 since 2021Artificial intelligence and machine learning · 10 · 5 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 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 | 3 |
| 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 | 3 |
| 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 | 4 |
| 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 | 5 |
| 2022 | TAG: Pandemic CompetitionabstractCooperation between humans and AI is an area of research explored more frequently in recent literature. Yet, environments used for this purpose are generally lacking in complexity. In this paper, we describe the first Tabletop Games Framework (TAG) competition designed around the Pandemic: a cooperative board game where players aim to cure the world of disease. We discuss the many AI challenges introduced through this environment, detail the competition setup, present baseline results for sample AI players and explore the game parameter space for interesting insights, such as the most dominant player roles: the Scientist and the Medic. Raluca D. Gaina, Martin Balla |
CoG | 1 |
| 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 | 1 |
| 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 | 1 |
| 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 | 3 |
| 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 | 2 |
| 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 | 1 |
| 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 | 5 |
| 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 | 3 |
| 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 | 1 |
| 2019 | "Did You Hear That?" Learning to Play Video Games from Audio CuesabstractGame-playing AI research has focused for a long time on learning to play video games from visual input or symbolic information. However, humans benefit from a wider array of sensors which we utilise in order to navigate the world around us. In particular, sounds and music are key to how many of us perceive the world and influence the decisions we make. In this paper, we present initial experiments on game-playing agents learning to play video games solely from audio cues. We expand the Video Game Description Language to allow for audio specification, and the General Video Game AI framework to provide new audio games and an API for learning agents to make use of audio observations. We analyse the games and the audio game design process, include initial results with simple Q-Learning agents, and encourage further research in this area. Raluca D. Gaina, Matthew Stephenson 0001 |
CoG | 1 |
| 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 | 5 |
| 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 | 4 |
| 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 | 4 |
| 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 | 1 |
| 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 | 1 |
| 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 | 2 |
| 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) | 1 |