Rubens O. Moraes

dblp:210/0990 · DBLP profile ↗
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9ranked-venue papers
5as first author
6since 2021 · last 2025
0000-0001-5613-0400ORCID · verified

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

Artificial intelligence and machine learning · 8 · 5 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 InnateCoder: Learning Programmatic Options with Foundation Models
abstract
Outside of transfer learning settings, reinforcement learning agents start their learning process from a clean slate. As a result, such agents have to go through a slow process to learn even the most obvious skills required to solve a problem. In this paper, we present InnateCoder, a system that leverages human knowledge encoded in foundation models to provide programmatic policies that encode ``innate skills'' in the form of temporally extended actions, or options. In contrast to existing approaches to learning options, InnateCoder learns them from the general human knowledge encoded in foundation models in a zero-shot setting, and not from the knowledge the agent gains by interacting with the environment. Then, InnateCoder searches for a programmatic policy by combining the programs encoding these options into larger and more complex programs. We hypothesized that InnateCoder's way of learning and using options could improve the sampling efficiency of current methods for learning programmatic policies. Empirical results in MicroRTS and Karel the Robot support our hypothesis, since they show that InnateCoder is more sample efficient than versions of the system that do not use options or learn them from experience.
Rubens O. Moraes, Quazi Asif Sadmine, Hendrik Baier, Levi Lelis
IJCAI1
2024 The NES Video-Music Database: A Dataset of Symbolic Video Game Music Paired with Gameplay Videos
abstract
Neural models are one of the most popular approaches for music generation, yet there aren’t standard large datasets tailored for learning music directly from game data. To address this research gap, we introduce a novel dataset named NES-VMDB, containing 98,940 gameplay videos from 389 NES games, each paired with its original soundtrack in symbolic format (MIDI). NES-VMDB is built upon the Nintendo Entertainment System Music Database (NES-MDB), encompassing 5,278 music pieces from 397 NES games. Our approach involves collecting long-play videos for 389 games of the original dataset, slicing them into 15-second-long clips, and extracting the audio from each clip. Subsequently, we apply an audio fingerprinting algorithm (similar to Shazam) to automatically identify the corresponding piece in the NES-MDB dataset. Additionally, we introduce a baseline method based on the Controllable Music Transformer to generate NES music conditioned on gameplay clips. We evaluated this approach with objective metrics, and the results showed that the conditional CMT improves musical structural quality when compared to its unconditional counterpart. Moreover, we used a neural classifier to predict the game genre of the generated pieces. Results showed that the CMT generator can learn correlations between gameplay videos and game genres, but further research has to be conducted to achieve human-level performance.
Igor Cardoso, Rubens O. Moraes, Lucas Ferreira
FDG2
2024 Searching for Programmatic Policies in Semantic Spaces
Rubens O. Moraes, Levi Lelis
IJCAI1
2023 Choosing Well Your Opponents: How to Guide the Synthesis of Programmatic Strategies
abstract
This paper introduces Local Learner (2L), an algorithm for providing a set of reference strategies to guide the search for programmatic strategies in two-player zero-sum games. Previous learning algorithms, such as Iterated Best Response (IBR), Fictitious Play (FP), and Double-Oracle (DO), can be computationally expensive or miss important information for guiding search algorithms. 2L actively selects a set of reference strategies to improve the search signal. We empirically demonstrate the advantages of our approach while guiding a local search algorithm for synthesizing strategies in three games, including MicroRTS, a challenging real-time strategy game. Results show that 2L learns reference strategies that provide a stronger search signal than IBR, FP, and DO. We also simulate a tournament of MicroRTS, where a synthesizer using 2L outperformed the winners of the two latest MicroRTS competitions, which were programmatic strategies written by human programmers.
Rubens O. Moraes, David S. Aleixo, Lucas Ferreira, Levi Lelis
IJCAI1
2022 Asymmetric Action Abstractions for Planning in Real-Time Strategy Games
abstract
Action abstractions restrict the number of legal actions available for real-time planning in zero-sum extensive-form games, thus allowing algorithms to focus their search on a set of promising actions. Even though unabstracted game trees can lead to optimal policies, due to real-time constraints and the tree size, they are not a practical choice. In this context, we introduce an action abstraction scheme which we call asymmetric action abstraction. Asymmetric abstractions allow search algorithms to “pay more attention” to some aspects of the game by unevenly dividing the algorithm’s search effort amongst different aspects of the game. We also introduce four algorithms that search in asymmetrically abstracted game trees to evaluate the effectiveness of our abstraction schemes. Two of our algorithms are adaptations of algorithms developed for searching in action-abstracted spaces, Portfolio Greedy Search and Stratified Strategy Selection, and the other two are adaptations of an algorithm developed for searching in unabstracted spaces, NaïveMCTS. An extensive set of experiments in a real-time strategy game shows that search algorithms using asymmetric abstractions are able to outperform all other search algorithms tested.
Rubens O. Moraes, Mario A. Nascimento, Levi Lelis
J. Artif. Intell. Res.1
2021 Programmatic Strategies for Real-Time Strategy Games
abstract
Search-based systems have shown to be effective for planning in zero-sum games. However, search-based approaches have important disadvantages. First, the decisions of search algorithms are mostly non-interpretable, which is problematic in domains where predictability and trust are desired such as commercial games. Second, the computational complexity of search-based algorithms might limit their applicability, especially in contexts where resources are shared among other tasks such as graphic rendering. In this work we introduce a system for synthesizing programmatic strategies for a real-time strategy (RTS) game. In contrast with search algorithms, programmatic strategies are more amenable to explanations and tend to be efficient, once the program is synthesized. Our system uses a novel algorithm for simplifying domain-specific languages (DSLs) and a local search algorithm that synthesizes programs with self play. We performed a user study where we enlisted four professional programmers to develop programmatic strategies for mRTS, a minimalist RTS game. Our results show that the programs synthesized by our approach can outperform search algorithms and be competitive with programs written by the programmers.
Julian R. H. Mariño, Rubens O. Moraes, Tassiana C. Oliveira, Claudio Fabiano Motta Toledo, Levi Lelis
AAAI2
2019 Evolving Action Abstractions for Real-Time Planning in Extensive-Form Games
abstract
A key challenge for planning systems in real-time multiagent domains is to search in large action spaces to decide an agent’s next action. Previous works showed that handcrafted action abstractions allow planning systems to focus their search on a subset of promising actions. In this paper we show that the problem of generating action abstractions can be cast as a problem of selecting a subset of pure strategies from a pool of options. We model the selection of a subset of pure strategies as a two-player game in which the strategy set of the players is the powerset of the pool of options— we call this game the subset selection game. We then present an evolutionary algorithm for solving such a game. Empirical results on small matches of µRTS show that our evolutionary approach is able to converge to a Nash equilibrium for the subset selection game. Also, results on larger matches show that search algorithms using action abstractions derived by our evolutionary approach are able to substantially outperform all state-of-the-art planning systems tested.
Julian R. H. Mariño, Rubens O. Moraes, Claudio Fabiano Motta Toledo, Levi Lelis
AAAI2
2019 Strategy Generation for Multiunit Real-Time Games via Voting
abstract
Real-time strategy (RTS) games are a challenging application for artificial intelligence (AI) methods. This is because they involve simultaneous play and adversarial reasoning that is conducted in real time in large state spaces. Many AI methods for playing RTS games rely on hard-coded strategies designed by human experts. The drawback of using such strategies is that they are often unable to adapt to new scenarios during gameplay. The contribution of this paper is a new approach, called strategy creation via voting (SCV), that uses a voting method to generate a large set of novel strategies from existing expert-based ones. Then, SCV uses an opponent modeling scheme during the game to choose which strategy from the generated pool of possibilities to use. By repeatedly choosing which strategy to use, SCV is able to adapt to different scenarios that might arise during the game. We implemented SCV as a bot for μRTS, a recognized RTS testbed. The results of a detailed empirical study show that SCV outperforms all approaches tested in matches played on large maps and is competitive in matches played on smaller maps.
Cleyton R. Silva, Rubens O. Moraes, Levi Lelis, Kobi Gal
IEEE Trans. Games2
2018 Asymmetric Action Abstractions for Multi-Unit Control in Adversarial Real-Time Games
abstract
Action abstractions restrict the number of legal actions available during search in multi-unit real-time adversarial games, thus allowing algorithms to focus their search on a set of promising actions. Optimal strategies derived from un-abstracted spaces are guaranteed to be no worse than optimal strategies derived from action-abstracted spaces. In practice, however, due to real-time constraints and the state space size, one is only able to derive good strategies in un-abstracted spaces in small-scale games. In this paper we introduce search algorithms that use an action abstraction scheme we call asymmetric abstraction. Asymmetric abstractions retain the un-abstracted spaces' theoretical advantage over regularly abstracted spaces while still allowing the search algorithms to derive effective strategies, even in large-scale games. Empirical results on combat scenarios that arise in a real-time strategy game show that our search algorithms are able to substantially outperform state-of-the-art approaches.
Rubens O. Moraes, Levi Lelis
AAAI1