Cameron Browne

dblp:54/3492 · DBLP profile ↗
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41ranked-venue papers
22as first author
8since 2021 · last 2024
0000-0003-2997-3255ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 25 · 13 first-author · 6 since 2021Artificial intelligence and machine learning · 15 · 7 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 13 · 2 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 first-authorTheory of computation · 1 · 1 first-author
YearPublicationVenuePosition
2024 The Ludii Game Description Language is Universal
abstract
There 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
CoG4
2023 Spatial state-action features for general games
abstract
In 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.4
2023 Guest Editorial: Special Issue on Evolutionary Computation for Games
abstract
The eight papers in this special section focus on applications of evolutionary computation to games to demonstrate several ways in which evolution can push boundaries and explore new areas of what is possible in the realm of games research, with a focus on game-playing, automatic agent parameter tuning, automatic game testing, and procedural content generation.
Jacob Schrum, Jialin Liu 0001, Cameron Browne, Anikó Ekárt, Marcus Gallagher
IEEE Trans. Games3
2022 Quickly Detecting Skill Trace in Games
abstract
This short paper introduces the notion of the skill trace of a game, which indicates its potential for tactical and/or strategic interest. A simple method is presented for quickly detecting the skill trace of a given game.
Cameron Browne
CoG1
2022 Combining Monte-Carlo Tree Search with Proof-Number Search
abstract
Proof-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
CoG4
2021 Heuristic Sampling for Fast Plausible Playouts
abstract
This paper proposes Heuristic Sampling (HS) for generating self-play trials for games with a defined state evaluation function, with speeds comparable to random playouts but game length estimates comparable to those produced by intelligent AI agents. HS produces plausible results up to thousands of times faster than more rigorous methods.
Cameron Browne, Fabio Barbero
CoG1
2021 General Board Game Concepts
abstract
Many 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
CoG4
2021 General Game Heuristic Prediction Based on Ludeme Descriptions
abstract
This 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
CoG4
2020 Manipulating the Distributions of Experience used for Self-Play Learning in Expert Iteration
abstract
Expert 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
CoG4
2020 Ludii - The Ludemic General Game System
abstract
Accepted at ECAI 2020
Éric Piette, Dennis J. N. J. Soemers, Matthew Stephenson 0001, Chiara F. Sironi, Mark H. M. Winands, Cameron Browne
ECAI6
2020 Improved reinforcement learning with curriculum
Joseph West, Frédéric Maire, Cameron Browne, Simon Denman
Expert Syst. Appl.3
2019 Biasing MCTS with Features for General Games
abstract
This 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
CEC3
2019 A Functional Taxonomy of Logic Puzzles
abstract
There currently exists no taxonomy for the full range of puzzles including "pen & paper" Japanese logic puzzles. We present a functional taxonomy for these puzzles in preparation for implementing them in digital form. This taxonomy reveals similarities and differences between these puzzles and locates them within the context of single player games.
Lianne V. Hufkens, Cameron Browne
CoG2
2019 Ludii and XCSP: Playing and Solving Logic Puzzles
abstract
Many 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
CoG5
2019 An Empirical Evaluation of Two General Game Systems: Ludii and RBG
abstract
Although 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
CoG4
2019 Learning Policies from Self-Play with Policy Gradients and MCTS Value Estimates
abstract
In 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
CoG4
2019 Ludii as a Competition Platform
abstract
Ludii 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
CoG4
2019 An Overview of the Ludii General Game System
abstract
The 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
CoG4
2016 Algorithms for interactive Sprouts
abstract
The simplicity of the pen-and-paper game Sprouts hides a surprising combinatorial complexity. We describe an optimisation called boundary matching that accommodates this complexity to allow move generation for Sprouts games of arbitrary size at interactive speeds. This extended version of the paper also describes methods for plotting and visualising Sprouts moves, using a conforming Delaunay triangulation of the game's underlying geometry.
Cameron Browne
Theor. Comput. Sci.1
2014 Guest Editorial: General Games
Cameron Browne, Julian Togelius, Nathan R. Sturtevant
IEEE Trans. Comput. Intell. AI Games1
2013 A Problem Case for UCT
abstract
This paper examines a simple 5 × 5 Hex position that not only completely defeats flat Monte Carlo search, but also initially defeats plain upper confidence bounds for trees (UCT) search until an excessive number of iterations are performed. The inclusion of domain knowledge during playouts significantly improves UCT performance, but a slight negative effect is shown for the rapid action value estimate (RAVE) heuristic under some circumstances. This example was drawn from an actual game during standard play, and highlights the dangers of relying on flat Monte Carlo and unenhanced UCT search even for rough estimates. A brief comparison is made with RAVE failure in Go.
Cameron Browne
IEEE Trans. Comput. Intell. AI Games1
2012 Elegance in Game Design
abstract
This paper explores notions of elegance and shibui in combinatorial game design, and describes simple computational models for their estimation. Elegance is related to a game's simplicity, clarity, and efficiency, while shibui is a more complex concept from Japanese aesthetics that also incorporates depth. These provide new metrics for quantifying and categorizing games that are largely independent of existing measurements such as tractability and quality. Relevant ideas from Western and Eastern aesthetics are introduced, the meaning of elegance and shibui in combinatorial games is examined, and methods for estimating these values empirically are derived from complexity analyses. Elegance and shibui scores are calculated for a number of example games, for comparison. Preliminary results indicate shibui estimates to be more reliable than elegance estimates.
Cameron Browne
IEEE Trans. Comput. Intell. AI Games1
2012 A Survey of Monte Carlo Tree Search Methods
abstract
Monte 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 Games1
2012 Bitwise-Parallel Reduction for Connection Tests
abstract
This paper introduces bitwise-parallel reduction (BPR), an efficient method for performing connection tests in hexagonal connection games such as Hex and Y. BPR is based on a known property of Y that games can be reduced to a single value indicating the fully connected player (if any) through a sequence of reduction operations. We adapt this process for bitwise-parallel implementation and demonstrate its benefit over a range of board sizes. BPR is by far the fastest known method if connection tests only need to be performed once per game, for example, to evaluate board fills following Monte Carlo playouts.
Cameron Browne, Stephen Tavener
IEEE Trans. Comput. Intell. AI Games1
2012 Guest Editorial: Special Issue on Computational Aesthetics in Games
abstract
The xx papers in this special issue focus on the application of computational aesthestics in video games. Recent years have seen a demographic diversification of computer game players as well as the diversiity of player skills. Therefore, the need for tailoring games to individual experiences and aesthetics has become increasingly important.
Cameron Browne, Georgios N. Yannakakis, Simon Colton
IEEE Trans. Comput. Intell. AI Games1
2011 Towards MCTS for Creative Domains
Cameron Browne
ICCC1
2011 Search-Based Procedural Content Generation: A Taxonomy and Survey
abstract
The focus of this survey is on research in applying evolutionary and other metaheuristic search algorithms to automatically generating content for games, both digital and nondigital (such as board games). The term search-based procedural content generation is proposed as the name for this emerging field, which at present is growing quickly. A taxonomy for procedural content generation is devised, centering on what kind of content is generated, how the content is represented and how the quality/fitness of the content is evaluated; search-based procedural content generation in particular is situated within this taxonomy. This article also contains a survey of all published papers known to the authors in which game content is generated through search or optimisation, and ends with an overview of important open research problems.
Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, Cameron Browne
IEEE Trans. Comput. Intell. AI Games4
2010 Evolving 3D Buildings for the Prototype Video Game Subversion
Andrew R. Martin, Simon Colton, Cameron Browne
EvoApplications (1)4
2010 Search-Based Procedural Content Generation
Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, Cameron Browne
EvoApplications (1)4
2010 Evolutionary Game Design
abstract
It is easy to create new combinatorial games but more difficult to predict those that will interest human players. We examine the concept of game quality, its automated measurement through self-play simulations, and its use in the evolutionary search for new high-quality games. A general game system called Ludi is described and experiments conducted to test its ability to synthesize and evaluate new games. Results demonstrate the validity of the approach through the automated creation of novel, interesting, and publishable games.
Cameron Browne, Frédéric Maire
IEEE Trans. Comput. Intell. AI Games1
2008 Gaudí's organic geometry
Cameron Browne
Comput. Graph.1
2008 Truchet curves and surfaces
Cameron Browne
Comput. Graph.1
2007 Taiji variations: Yin and Yang in multiple dimensions
Cameron Browne
Comput. Graph.1
2007 Harmonograms
Cameron Browne
Comput. Graph.1
2007 Efficient Pythagorean trees: Greed is good
Cameron Browne
Comput. Graph.1
2007 Impossible fractals
Cameron Browne
Comput. Graph.1
2006 Fractal board games
Cameron Browne
Comput. Graph.1
2006 Wild knots
Cameron Browne
Comput. Graph.1
2006 Spiral packing
Cameron Browne, Paul B. van Wamelen
Comput. Graph.1
2005 Rep-tiles with woven horns
Cameron Browne
Comput. Graph.1
2005 Cantor knots
Cameron Browne
Comput. Graph.1