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Michal Maras

dblp:315/7422 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2024
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

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
1 paper
Planning, search and constraint satisfaction · 54% Reinforcement learning · 46%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › deep reinforcement learning
alphazero
0.812024
Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract) · AAAI 2024
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.812024
Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract) · AAAI 2024
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game playing
general game playing
0.812024
Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract) · AAAI 2024
Machine learning › Reinforcement learning › value function approximation
value network
0.812024
Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract) · AAAI 2024
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.212024
Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract) · AAAI 2024

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

value network · 0.8monte carlo tree search · 0.8attention layers · 0.8
YearPublicationVenuePosition
2024 Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract)
abstract
We develop a method of adapting the AlphaZero model to General Game Playing (GGP) that focuses on faster model generation and requires less knowledge to be extracted from the game rules. The dataset generation uses MCTS playing instead of self-play; only the value network is used, and attention layers replace the convolutional ones. This allows us to abandon any assumptions about the action space and board topology. We implement the method within the Regular Boardgames GGP system and show that we can build models outperforming the UCT baseline for most games efficiently.
Michal Maras, Michal Kepa, Jakub Kowalski, Marek Szykula
AAAI1
2022 Developing a Successful Bomberman Agent
abstract
In this paper, we study AI approaches to successfully play a 2-4 players, full information, Bomberman variant published on the CodinGame platform. We compare the behavior of three search algorithms: Monte Carlo Tree Search, Rolling Horizon Evolution, and Beam Search. We present various enhancements leading to improve the agents' strength that concern search, opponent prediction, game state evaluation, and game engine encoding. Our top agent variant is based on a Beam Search with low-level bit-based state representation and evaluation function heavy relying on pruning unpromising states based on simulation-based estimation of survival. It reached the top one position among the 2,300 AI agents submitted on the CodinGame arena.
Dominik Kowalczyk, Jakub Kowalski, Hubert Obrzut, Michal Maras, Szymon Kosakowski, Radoslaw Miernik
ICAART (2)4