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Featured researches published by Raluca D. Gaina.


2016 8th Computer Science and Electronic Engineering (CEEC) | 2016

General Video Game for 2 players: Framework and competition

Raluca D. Gaina; Diego Perez-Liebana; Simon M. Lucas

This paper presents a new track of the General Video Game AI competition for generic Artificial Intelligence agents, which features both competitive and cooperative real time stochastic two player games. The aim of the competition is to directly test agents against each other in more complex and dynamic environments, where there is an extra uncertainty in a game, consisting of the behaviour of the other player. The framework, server functionality and general competition setup are analysed and the results of the experiments with several sample controllers are presented. The results indicate that currently Open Loop Monte Carlo Tree Search is the overall leading algorithm on this set of games.


congress on evolutionary computation | 2017

The N-Tuple bandit evolutionary algorithm for automatic game improvement

Kamolwan Kunanusont; Raluca D. Gaina; Jialin Liu; Diego Perez-Liebana; Simon M. Lucas

This paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game Design. The approach adopted in this paper is to use observations of AI agents playing the game to estimate the games quality. Some of best agents for this purpose are General Video Game AI agents, since they can be deployed directly on a new game without game-specific tuning; these agents tend to be based on stochastic algorithms which give robust but noisy results and tend to be expensive to run. This motivates the main contribution of the paper: the development of the novel N-Tuple Bandit Evolutionary Algorithm, where a model is used to estimate the fitness of unsampled points and a bandit approach is used to balance exploration and exploitation of the search space. Initial results on optimising a Space Battle game variant suggest that the algorithm offers far more robust results than the Random Mutation Hill Climber and a Biased Mutation variant, which are themselves known to offer competitive performance across a range of problems. Subjective observations are also given by human players on the nature of the evolved games, which indicate a preference towards games generated by the N-Tuple algorithm.


european conference on applications of evolutionary computation | 2017

Analysis of Vanilla Rolling Horizon Evolution Parameters in General Video Game Playing

Raluca D. Gaina; Jialin Liu; Simon M. Lucas; Diego Perez-Liebana

Monte Carlo Tree Search techniques have generally dominated General Video Game Playing, but recent research has started looking at Evolutionary Algorithms and their potential at matching Tree Search level of play or even outperforming these methods. Online or Rolling Horizon Evolution is one of the options available to evolve sequences of actions for planning in General Video Game Playing, but no research has been done up to date that explores the capabilities of the vanilla version of this algorithm in multiple games. This study aims to critically analyse the different configurations regarding population size and individual length in a set of 20 games from the General Video Game AI corpus. Distinctions are made between deterministic and stochastic games, and the implications of using superior time budgets are studied. Results show that there is scope for the use of these techniques, which in some configurations outperform Monte Carlo Tree Search, and also suggest that further research in these methods could boost their performance.


IEEE Transactions on Computational Intelligence and Ai in Games | 2018

The 2016 Two-Player GVGAI Competition

Raluca D. Gaina; Adrien Couëtoux; Dennis J. N. J. Soemers; Mark H. M. Winands; Tom Vodopivec; Florian Kirchgesner; Jialin Liu; Simon M. Lucas; Diego Perez-Liebana

This paper showcases the setting and results of the first Two-Player General Video Game AI Competition, which ran in 2016 at the IEEE World Congress on Computational Intelligence and the IEEE Conference on Computational Intelligence and Games. The challenges for the general game AI agents are expanded in this track from the single-player version, looking at direct player interaction in both competitive and cooperative environments of various types and degrees of difficulty. The focus is on the agents not only handling multiple problems, but also having to account for another intelligent entity in the game, who is expected to work toward their own goals (winning the game). This other player will possibly interact with first agent in a more engaging way than the environment or any nonplaying character may do. The top competition entries are analyzed in detail and the performance of all agents is compared across the four sets of games. The results validate the competition system in assessing generality, as well as showing Monte Carlo tree search continuing to dominate by winning the overall championship. However, this approach is closely followed by rolling horizon evolutionary algorithms, employed by the winner of the second leg of the contest.


congress on evolutionary computation | 2017

Population seeding techniques for Rolling Horizon Evolution in General Video Game Playing

Raluca D. Gaina; Simon M. Lucas; Diego Perez-Liebana

While Monte Carlo Tree Search and closely related methods have dominated General Video Game Playing, recent research has demonstrated the promise of Rolling Horizon Evolutionary Algorithms as an interesting alternative. However, there is little attention paid to population initialization techniques in the setting of general real-time video games. Therefore, this paper proposes the use of population seeding to improve the performance of Rolling Horizon Evolution and presents the results of two methods, One Step Look Ahead and Monte Carlo Tree Search, tested on 20 games of the General Video Game AI corpus with multiple evolution parameter values (population size and individual length). An in-depth analysis is carried out between the results of the seeding methods and the vanilla Rolling Horizon Evolution. In addition, the paper presents a comparison to a Monte Carlo Tree Search algorithm. The results are promising, with seeding able to boost performance significantly over baseline evolution and even match the high level of play obtained by the Monte Carlo Tree Search.


computational intelligence and games | 2017

Rolling horizon evolution enhancements in general video game playing

Raluca D. Gaina; Simon M. Lucas; Diego Perez-Liebana

Game AI literature has looked at applying various enhancements to Rolling Horizon Evolutionary methods or creating hybrids with popular tree search methods for an improved performance. However, these techniques have not been analyzed in depth in a general setting under the same conditions and restrictions. This paper proposes a fair juxtaposition of four enhancements applied to different parts of the evolutionary process: bandit-based mutation, a statistical tree for action selection, a shift buffer for population management and additional Monte Carlo simulations at the end of an individuals evaluation. These methods are studied individually, as well as their hybrids, on a representative subset of 20 games of the General Video Game AI Framework and compared to the vanilla version of the Rolling Horizon Evolutionary Algorithm, in addition to the dominating Monte Carlo Tree Search. The results show that some of the enhancements are able to produce impressive results, while others fall short. Interesting hybrids also emerge, encouraging further research into this problem.


International Conference on the Applications of Evolutionary Computation | 2018

Self-adaptive MCTS for General Video Game Playing

Chiara F. Sironi; Jialin Liu; Diego Perez-Liebana; Raluca D. Gaina; Ivan Bravi; Simon M. Lucas; Mark H. M. Winands

Monte-Carlo Tree Search (MCTS) has shown particular success in General Game Playing (GGP) and General Video Game Playing (GVGP) and many enhancements and variants have been developed. Recently, an on-line adaptive parameter tuning mechanism for MCTS agents has been proposed that almost achieves the same performance as off-line tuning in GGP.


computational intelligence and games | 2017

Introducing real world physics and macro-actions to general video game ai

Diego Perez-Liebana; Matthew Stephenson; Raluca D. Gaina; Jochen Renz; Simon M. Lucas

The General Video Game AI Framework has featured multiple games and several tracks since the first competition in 2014. Although the games of the framework are very assorted in nature, there is an underlying commonality with respect to the physics that govern the game: all of them are based on a grid where the sprites make discrete movements, which is not expressive enough to cover any meaningful physics. This paper introduces an enhanced physics system that brings real-world physics such as friction, inertia and other forces to the framework. We also introduce macro-actions for the first time in GVGAI in two different controllers, Rolling Horizon Evolution and Monte Carlo Tree Search. Their usefulness is demonstrated in a new set of games that exploits these new physics features. Our results show that macro-actions can help controllers in certain situations and games, although there is a strong dependency on the game played when selecting which configuration fits best.


2017 9th Computer Science and Electronic Engineering (CEEC) | 2017

Automatic game tuning for strategic diversity

Raluca D. Gaina; Rokas Volkovas; Carlos Gonzalez Diaz; Rory Davidson

Finding the ideal game parameters is a common problem solved by game designers by manually tweaking game parameters. The aim is to ensure the desired gameplay outcomes for a specific game, a tedious process which could be alleviated through the use of Artificial Intelligence: using automatic game tuning. This paper presents an example of this process and introduces the concept of simulation based fitness evaluation focused on strategic diversity. A simple but effective Random Mutation Hill Climber algorithm is used to evolve a Zelda inspired game, by ensuring that agents using distinct heuristics are capable of achieving similar degrees of fitness. Two versions of the same game are presented to human players and their gameplay data is analyzed to identify whether they indeed find slightly more varied paths to the goal in the game evolved to be the more strategically diverse. Although the evolutionary process yields promising results, the human trials are unable to conclude a statistically significant difference between the two variants.


arXiv: Artificial Intelligence | 2018

General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms.

Diego Perez-Liebana; Jialin Liu; Ahmed Khalifa; Raluca D. Gaina; Julian Togelius; Simon M. Lucas

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Ivan Bravi

Queen Mary University of London

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