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Dive into the research topics where Diego Perez is active.

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Featured researches published by Diego Perez.


IEEE Transactions on Computational Intelligence and Ai in Games | 2012

A Survey of Monte Carlo Tree Search Methods

Cameron Browne; Edward Jack Powley; Daniel Whitehouse; Simon M. Lucas; Peter I. Cowling; Philipp Rohlfshagen; Stephen Tavener; Diego Perez; Spyridon Samothrakis; Simon Colton

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 algorithms 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.


computational intelligence and games | 2008

The WCCI 2008 simulated car racing competition

Daniele Loiacono; Julian Togelius; Pier Luca Lanzi; Leonard Kinnaird-Heether; Simon M. Lucas; Matt Simmerson; Diego Perez; Robert G. Reynolds; Yago Saez

This paper describes the simulated car racing competition held in association with the IEEE WCCI 2008 conference. The organization of the competition is described, along with the rules, the software used, and the submitted car racing controllers. The results of the competition are presented, followed by a discussion about what can be learned from this competition, both about learning controllers with evolutionary methods and about competition organization. The paper is co-authored by the organizers and participants of the competition.


IEEE Transactions on Computational Intelligence and Ai in Games | 2010

The 2009 Simulated Car Racing Championship

Daniele Loiacono; Pier Luca Lanzi; Julian Togelius; Enrique Onieva; David A. Pelta; Martin V. Butz; Thies D Lönneker; Luigi Cardamone; Diego Perez; Yago Saez; Mike Preuss; Jan Quadflieg

In this paper, we overview the 2009 Simulated Car Racing Championship-an event comprising three competitions held in association with the 2009 IEEE Congress on Evolutionary Computation (CEC), the 2009 ACM Genetic and Evolutionary Computation Conference (GECCO), and the 2009 IEEE Symposium on Computational Intelligence and Games (CIG). First, we describe the competition regulations and the software framework. Then, the five best teams describe the methods of computational intelligence they used to develop their drivers and the lessons they learned from the participation in the championship. The organizers provide short summaries of the other competitors. Finally, we summarize the championship results, followed by a discussion about what the organizers learned about 1) the development of high-performing car racing controllers and 2) the organization of scientific competitions.


computational intelligence and games | 2014

Knowledge-based fast evolutionary MCTS for general video game playing

Diego Perez; Spyridon Samothrakis; Simon M. Lucas

General Video Game Playing is a game AI domain in which the usage of game-dependent domain knowledge is very limited or even non existent. This imposes obvious difficulties when seeking to create agents able to play sets of different games. Taken more broadly, this issue can be used as an introduction to the field of General Artificial Intelligence. This paper explores the performance of a vanilla Monte Carlo Tree Search algorithm, and analyzes the main difficulties encountered when tackling this kind of scenarios. Modifications are proposed to overcome these issues, strengthening the algorithms ability to gather and discover knowledge, and taking advantage of past experiences. Results show that the performance of the algorithm is significantly improved, although there remain unresolved problems that require further research. The framework employed in this research is publicly available and will be used in the General Video Game Playing competition at the IEEE Conference on Computational Intelligence and Games in 2014.


computational intelligence and games | 2009

Evolving a fuzzy controller for a Car Racing Competition

Diego Perez; Gustavo Recio; Yago Saez

Computational intelligence competitions have recently gained a lot of interest. These contests motivate and encourage researchers to participate on them, and to apply their work areas to specific games. During the last two years, one of the most popular competitions held on Computational Intelligence in Games conferences is the Car Racing Competition. This competition combines the fun of driving to win and the challenge of obtaining autonomous driving, which is known as a very difficult problem and faced by a lot of researches from different perspectives. For this competition, we have developed a controller with fuzzy rules and fuzzy sets for input and output, which were evolved using a genetic algorithm in order to optimise lap times, damage taken and out of track time. The design of this controller is explained in detail in this article, as well as the results obtained at the end of the contest.


congress on evolutionary computation | 2012

The physical travelling salesman problem: WCCI 2012 competition

Diego Perez; Philipp Rohlfshagen; Simon M. Lucas

Numerous competitions have emerged in recent years that allow researchers to evaluate their algorithms on a variety of real-time video games with different degrees of complexity. These competitions, which vary from classical arcade games like Ms Pac-Man to racing simulations (Torcs) and realtime strategy games (StarCraft), are essential to establish a uniform testbed that allows practitioners to refine their algorithms over time. In this paper we propose a new competition to be held for the first time at WCCI 2012: the Physical Travelling Salesman Problem is an open-ended single-player real-time game that removes some of the complexities evident in other video games while preserving some of the most fundamental challenges. This paper motivates and outlines the PTSP and discusses in detail the framework of the competition, including software interfaces, parameter settings, rules and details of submission.


IEEE Transactions on Computational Intelligence and Ai in Games | 2014

Solving the Physical Traveling Salesman Problem: Tree Search and Macro Actions

Diego Perez; Edward Jack Powley; Daniel Whitehouse; Philipp Rohlfshagen; Spyridon Samothrakis; Peter I. Cowling; Simon M. Lucas

This paper presents a number of approaches for solving a real-time game consisting of a ship that must visit a number of waypoints scattered around a 2-D maze full of obstacles. The game, the Physical Traveling Salesman Problem (PTSP), which featured in two IEEE conference competitions during 2012, provides a good balance between long-term planning (finding the optimal sequence of waypoints to visit), and short-term planning (driving the ship in the maze). This paper focuses on the algorithm that won both PTSP competitions: it takes advantage of the physics of the game to calculate the optimal order of waypoints, and it employs Monte Carlo tree search (MCTS) to drive the ship. The algorithm uses repetitions of actions (macro actions) to reduce the search space for navigation. Variations of this algorithm are presented and analyzed, in order to understand the strength of each one of its constituents and to comprehend what makes such an approach the best controller found so far for the PTSP.


genetic and evolutionary computation conference | 2013

Rolling horizon evolution versus tree search for navigation in single-player real-time games

Diego Perez; Spyridon Samothrakis; Simon M. Lucas; Philipp Rohlfshagen

In real-time games, agents have limited time to respond to environmental cues. This requires either a policy defined up-front or, if one has access to a generative model, a very efficient rolling horizon search. In this paper, different search techniques are compared in a simple, yet interesting, real-time game known as the Physical Travelling Salesman Problem (PTSP).We introduce a rolling horizon version of a simple evolutionary algorithm that handles macro-actions and compare it against Monte Carlo Tree Search (MCTS), an approach known to perform well in practice, as well as random search. The experimental setup employs a variety of settings for both the action space of the agent as well as the algorithms used. We show that MCTS is able to handle very fine-grained searches whereas evolution performs better as we move to coarser-grained actions; the choice of algorithm becomes irrelevant if the actions are even more coarse-grained. We conclude that evolutionary algorithms can be a viable and competitive alternative to MCTS.


european conference on applications of evolutionary computation | 2014

Fast Evolutionary Adaptation for Monte Carlo Tree Search

Simon M. Lucas; Spyridon Samothrakis; Diego Perez

This paper describes a new adaptive Monte Carlo Tree Search (MCTS) algorithm that uses evolution to rapidly optimise its performance. An evolutionary algorithm is used as a source of control parameters to modify the behaviour of each iteration (i.e. each simulation or roll-out) of the MCTS algorithm; in this paper we largely restrict this to modifying the behaviour of the random default policy, though it can also be applied to modify the tree policy.


european conference on applications of evolutionary computation | 2012

Monte-Carlo tree search for the physical travelling salesman problem

Diego Perez; Philipp Rohlfshagen; Simon M. Lucas

The significant success of MCTS in recent years, particularly in the game Go, has led to the application of MCTS to numerous other domains. In an ongoing effort to better understand the performance of MCTS in open-ended real-time video games, we apply MCTS to the Physical Travelling Salesman Problem (PTSP). We discuss different approaches to tailor MCTS to this particular problem domain and subsequently identify and attempt to overcome some of the apparent shortcomings. Results show that suitable heuristics can boost the performance of MCTS significantly in this domain. However, visualisations of the search indicate that MCTS is currently seeking solutions in a rather greedy manner, and coercing it to balance short term and long term constraints for the PTSP remains an open problem.

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Simon Colton

Imperial College London

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