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Dive into the research topics where Gabriella A. B. Barros is active.

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Featured researches published by Gabriella A. B. Barros.


european conference on applications of evolutionary computation | 2015

General Video Game Evaluation Using Relative Algorithm Performance Profiles

Thorbjørn S. Nielsen; Gabriella A. B. Barros; Julian Togelius; Mark J. Nelson

In order to generate complete games through evolution we need generic and reliably evaluation functions for games. It has been suggested that game quality could be characterised through playing a game with different controllers and comparing their performance. This paper explores that idea through investigating the relative performance of different general game-playing algorithms. Seven game-playing algorithms was used to play several hand-designed, mutated and randomly generated VGDL game descriptions. Results discussed appear to support the conjecture that well-designed games have, in average, a higher performance difference between better and worse game-playing algorithms.


computational intelligence and games | 2015

Towards generating arcade game rules with VGDL

Thorbjørn S. Nielsen; Gabriella A. B. Barros; Julian Togelius; Mark J. Nelson

We describe an attempt to generate complete arcade games using the Video Game Description Language (VGDL) and the General Video Game Playing environment (GVG-AI). Games are generated by an evolutionary algorithm working on genotypes represented as VGDL descriptions. In order to direct evolution towards good games, we need an evaluation function that accurately estimates game quality. The evaluation function used here is based on the differential performance of several game-playing algorithms, or Relative Algorithm Performance Profiles (RAPP): it is assumed that good games allow good players to play better than bad players. For the purpose of such evaluations, we introduce two new game tree search algorithms, DeepSearch and Explorer; these perform very well on benchmark games and constitute a substantial subsidiary contribution of the paper. In the end, the attempt to generate arcade games is only partially successful, as some of the games have interesting design features but are barely playable as generated. An analysis of these shortcomings yields several suggestions to guide future attempts at arcade game generation.


computational intelligence and games | 2014

Exploring a large space of small games

Gabriella A. B. Barros; Julian Togelius

We explore the soundness and playability of randomly generated games expressed in the Video Game Description Language (VGDL). A grammar is defined for VGDL, which is able to express a large variety of simple arcade-like games, and random expansions of this grammar are fed to a VGDL interpreter and played with off the shelf agents. We see this work as the first step towards generating complete, playable games.


DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG | 2016

Playing with Data: Procedural Generation of Adventures from Open Data

Gabriella A. B. Barros; Antonios Liapis; Julian Togelius


congress on evolutionary computation | 2015

Balanced Civilization map generation based on Open Data

Gabriella A. B. Barros; Julian Togelius


ICCC | 2015

SMUG: Scientific Music Generator

Marco Scirea; Gabriella A. B. Barros; Noor Shaker; Julian Togelius


arXiv: Artificial Intelligence | 2018

Press Space to Fire: Automatic Video Game Tutorial Generation.

Michael Cerny Green; Ahmed Khalifa; Gabriella A. B. Barros; Julian Togelius


ICCC | 2016

Murder Mystery Generation from Open Data.

Gabriella A. B. Barros; Antonios Liapis; Julian Togelius


arXiv: Artificial Intelligence | 2018

Who Killed Albert Einstein? From Open Data to Murder Mystery Games

Gabriella A. B. Barros; Michael Cerny Green; Antonios Liapis; Julian Togelius


DS@CONTEXT | 2015

Data Games: Towards Generating Content using the Real World.

Gabriella A. B. Barros

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Marco Scirea

IT University of Copenhagen

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