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Michael John Schofield

dblp:117/4861 · DBLP profile ↗
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5ranked-venue papers
4as first author
0since 2021 · last 2019
—ORCID · none

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

Artificial intelligence and machine learning · 5 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
4 papers
Planning, search and constraint satisfaction · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.632017
The Efficiency of the HyperPlay Technique Over Random Sampling · AAAI 2017
Lifting Model Sampling for General Game Playing to Incomplete-Information Models · AAAI 2015
HyperPlay: A Solution to General Game Playing with Imperfect Information · AAAI 2012
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search
0.212016
Nested Monte Carlo Search for Two-Player Games · AAAI 2016
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.212016
Nested Monte Carlo Search for Two-Player Games · AAAI 2016
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game playing
general game playing
0.112016
Nested Monte Carlo Search for Two-Player Games · AAAI 2016

Methods — techniques the papers use, named apart from their topics

model sampling · 0.4random sampling · 0.3hyperplay · 0.3pruning · 0.2monte carlo playouts · 0.2UCT · 0.2incomplete-information model escalation · 0.2monte carlo tree search · 0.1
YearPublicationVenuePosition
2019 General Game Playing with Imperfect Information
abstract
General Game Playing is a field which allows the researcher to investigate techniques that might eventually be used in an agent capable of Artificial General Intelligence. Game playing presents a controlled environment in which to evaluate AI techniques, and so we have seen an increase in interest in this field of research. Games of imperfect information offer the researcher an additional challenge in terms of complexity over games with perfect information. In this article, we look at imperfect-information games: their expression, their complexity, and the additional demands of their players. We consider the problems of working with imperfect information and introduce a technique called HyperPlay, for efficiently sampling very large information sets, and present a formalism together with pseudo code so that others may implement it. We examine the design choices for the technique, show its soundness and completeness then provide some experimental results and demonstrate the use of the technique in a variety of imperfect-information games, revealing its strengths, weaknesses, and its efficiency against randomly generating samples. Improving the technique, we present HyperPlay-II, capable of correctly valuing information-gathering moves. Again, we provide some experimental results and demonstrate the use of the new technique revealing its strengths, weaknesses and its limitations.
Michael John Schofield, Michael Thielscher
J. Artif. Intell. Res.1
2017 The Efficiency of the HyperPlay Technique Over Random Sampling
abstract
We show that the HyperPlay technique, which maintains a bag of updatable models for sampling an imperfect-information game, is more efficient than taking random samples of play sequences. Also, we demonstrate that random sampling may become impossible under the practical constraints of a game. We show the HyperPlay sample can become biased and not uniformly distributed across an information set and present a remedy for this bias, showing the impact on game results for biased and unbiased samples. We extrapolate the use of the technique beyond General Game Playing and in particular for enhanced security games with in-game percepts to facilitate a flexible defense response.
Michael John Schofield, Michael Thielscher
AAAI1
2016 Nested Monte Carlo Search for Two-Player Games
abstract
The use of the Monte Carlo playouts as an evaluation function has proved to be a viable, general technique for searching intractable game spaces. This facilitate the use of statistical techniques like Monte Carlo Tree Search (MCTS), but is also known to require significant processing overhead. We seek to improve the quality of information extracted from the Monte Carlo playout in three ways. Firstly, by nesting the evaluation function inside another evaluation function; secondly, by measuring and utilising the depth of the playout; and thirdly, by incorporating pruning strategies that eliminate unnecessary searches and avoid traps. Our experimental data, obtained on a variety of two-player games from past General Game Playing (GGP) competitions and others, demonstrate the usefulness of these techniques in a Nested Player when pitted against a standard, optimised UCT player.
Tristan Cazenave, Abdallah Saffidine, Michael John Schofield, Michael Thielscher
AAAI3
2015 Lifting Model Sampling for General Game Playing to Incomplete-Information Models
abstract
General Game Playing is the design of AI systems able to understand the rules of new games and to use such descriptions to play those games effectively. Games with incomplete information have recently been added as anew challenge for general game-playing systems. The only published solutions to this challenge are based on sampling complete information models. In doing so they ground all of the unknown information, thereby making information gathering moves of no value; a well-known criticism of such sampling based systems. We present and analyse a method for escalating reasoning from complete information models to incomplete information models and show how this enables a general game player to correctly value information in incomplete information games. Experimental results demonstrate the success of this technique over standard model sampling.
Michael John Schofield, Michael Thielscher
AAAI1
2012 HyperPlay: A Solution to General Game Playing with Imperfect Information
abstract
General Game Playing is the design of AI systems able to understand the rules of new games and to use such descriptions to play those games effectively. Games with imperfectinformation have recently been added as a new challenge forexisting general game-playing systems. The HyperPlay technique presents a solution to this challenge by maintaining a collection of models of the true game as a foundation for reasoning, and move selection. The technique provides existing game players with a bolt-on solution to convert from perfect-information games to imperfect-information games. In this paper we describe the HyperPlay technique, show how it was adapted for use with a Monte Carlo decision making process and give experimental results for its performance.
Michael John Schofield, Timothy Joseph Cerexhe, Michael Thielscher
AAAI1