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General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention.
R. D. Gaina, S. M. Lucas, and D. Pérez-Liébana, “Population Seeding Techniques for Rolling Horizon Evolution in General Video Game Playing,” in Evolutionary Computation (CEC), 2017 IEEE Congress on . IEEE, 2017, pp. 1956–1963
1963
Earlier work this paper cites.
M. Ebner, J. Levine, S. M. Lucas, T. Schaul, T. Thompson, and J. Togelius, “Towards a Video Game Description Language,” Dagstuhl Follow-Ups , vol. 6, 2013
2013
Earlier work this paper cites.
J. Levine, C. B. Congdon, M. Ebner, G. Kendall, S. M. Lucas, R. Miikkulainen, T. Schaul, and T. Thompson, “General Video Game Playing,” Dagstuhl Follow-Ups , vol. 6, 2013
2013
Earlier work this paper cites.
T. Schaul, “A Video Game Description Language for Model-based or Interactive Learning,” in IEEE Conference on Computational Intelligence in Games (CIG) , 2013, pp. 1–8
2013
Earlier work this paper cites.
M. G. Bellemare, Y. Naddaf, J. Veness, and M. Bowling, “The Arcade Learning Environment: An evaluation platform for general agents,” J. Artif. Intell. Res.(JAIR) , vol. 47, pp. 253–279, 2013
2013
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——, “An Extensible Description Language for Video Games,” IEEE Transactions on Computational Intelligence and AI in Games , vol. 6, no. 4, pp. 325–331, 2014
2014
Earlier work this paper cites.
D. Perez, S. Samothrakis, and S. Lucas, “Knowledge-based Fast Evolutionary MCTS for General Video Game Playing,” in Conference on Computational Intelligence and Games . IEEE, 2014, pp. 1–8
2014
Earlier work this paper cites.
B. Ross, “General Video Game Playing with Goal Orientation,” Master’s thesis, University of Strathclyde, 2014
2014
Earlier work this paper cites.
D. Perez, S. Samothrakis, J. Togelius, T. Schaul, S. Lucas, A. Couëtoux, J. Lee, C.-U. Lim, and T. Thompson, “The 2014 General Video Game Playing Competition,” IEEE Transactions on Computational Intelligence and AI in Games , vol. 8, pp. 229–243, 2015
2015
Earlier work this paper cites.
T. Geffner and H. Geffner, “Width-based Planning for General Video-Game Playing,” in Eleventh Artificial Intelligence and Interactive Digital Entertainment Conference , 2015, pp. 23–29
2015
Earlier work this paper cites.
T. Schuster, “MCTS Based Agent for General Video Games,” Master’s thesis, Maastricht University, 2015
2015
Earlier work this paper cites.
F. Frydenberg, K. R. Andersen, S. Risi, and J. Togelius, “Investigating MCTS Mmodifications in General Video Game Playing,” in Conference on Computational Intelligence and Games . IEEE, 2015, pp. 107–113
2015
Earlier work this paper cites.
C. Y. Chu, T. Harada, and R. Thawonmas, “Biasing Monte-Carlo Rollouts with Potential Field in General Video Game Playing,” in IPSJ Kansai-Branch Convention , 2015, pp. 1–6
2015
Earlier work this paper cites.
C. Y. Chu, H. Hashizume, Z. Guo, T. Harada, and R. Thawonmas, “Combining Pathfmding Algorithm with Knowledge-based Monte-Carlo Tree Search in General Video Game Playing,” in Conference on Computational Intelligence and Games . IEEE, 2015, pp. 523–529
2015
Earlier work this paper cites.
H. Park and K.-J. Kim, “MCTS with Influence Map for General Video Game Playing,” in Computational Intelligence and Games (CIG), 2015 IEEE Conference on . IEEE, 2015, pp. 534–535
2015
Earlier work this paper cites.
A. Babadi, B. Omoomi, and G. Kendall, “EnHiC: An Enforced Hill Climbing Based System for General Game Playing,” in Computational Intelligence and Games (CIG), 2015 IEEE Conference on . IEEE, 2015, pp. 193–199
2015
Earlier work this paper cites.
B. Jia, M. Ebner, and C. Schack, “A GP-based Video Game Player,” in Proceedings of the 2015 Annual Conference on Genetic and Evolutionary Computation . ACM, 2015, pp. 1047–1053
2015
Earlier work this paper cites.
B. Jia and M. Ebner, “A Strongly Typed GP-based Video Game Player,” in Computational Intelligence and Games (CIG), 2015 IEEE Conference on . IEEE, 2015, pp. 299–305
2015
Earlier work this paper cites.
D. Perez Liebana, J. Dieskau, M. Hunermund, S. Mostaghim, and S. Lucas, “Open Loop Search for General Video Game Playing,” in Proceedings of the 2015 Annual Conference on Genetic and Evolutionary Computation . ACM, 2015, pp. 337–344
2015
Earlier work this paper cites.
J. van Eeden, “Analysing and Improving the Knowledge-based Fast Evolutionary MCTS Algorithm,” Master’s thesis, Utrecht University, 2015
2015
Earlier work this paper cites.
S. Samothrakis, D. Perez-Liebana, S. M. Lucas, and M. Fasli, “Neuroevolution for General Video Game Playing,” in Conference on Computational Intelligence and Games . IEEE, 2015, pp. 200–207
2015
Earlier work this paper cites.
X. Neufeld, S. Mostaghim, and D. Perez-Liebana, “Procedural Level Generation with Answer Set Programming for General Video Game Playing,” in 7th Computer Science and Electronic Engineering (CEEC) . IEEE, 2015, pp. 207–212
2015
Earlier work this paper cites.
T. S. Nielsen, G. A. Barros, J. Togelius, and M. J. Nelson, “Towards Generating Arcade Game Rules with VGDL,” in Conference on Computational Intelligence and Games . IEEE, 2015, pp. 185–192
2015
Earlier work this paper cites.
T. S. Nielsen, G. A. Barros, J. Togelius, and M. J. Nelson, “General Video Game Evaluation using Relative Algorithm Performance Profiles,” in European Conference on the Applications of Evolutionary Computation . Springer, 2015, pp. 369–380
2015
Earlier work this paper cites.
J. Lehman and R. Miikkulainen, “General Video Game Playing as a Benchmark for Human-Competitive AI,” in AAAI-15 Workshop on Beyond the Turing Test , 2015
2015
Earlier work this paper cites.
S. J. Russell and P. Norvig, Artificial Intelligence: a Modern Approach . Malaysia; Pearson Education Limited,, 2016
2016
Earlier work this paper cites.
D. Perez-Liebana, S. Samothrakis, J. Togelius, S. M. Lucas, and T. Schaul, “General Video Game AI: Competition, Challenges and Opportunities,” in Thirtieth AAAI Conference on Artificial Intelligence , 2016, pp. 4335–4337
2016
Earlier work this paper cites.
R. D. Gaina, D. Pérez-Liébana, and S. M. Lucas, “General Video Game for 2 Players: Framework and Competition,” in 8th Computer Science and Electronic Engineering (CEEC) . IEEE, Sep. 2016, pp. 186–191
2016
Earlier work this paper cites.
A. Khalifa, D. Perez-Liebana, S. M. Lucas, and J. Togelius, “General Video Game Level Generation,” in Proceedings of the 2016 Annual Conference Genetic and Evolutionary Computation Conference . ACM, 2016, pp. 253–259
2016
Earlier work this paper cites.
D. Soemers, C. Sironi, T. Schuster, and M. Winands, “Enhancements for Real-Time Monte-Carlo Tree Search in General Video Game Playing,” in Computational Intelligence and Games (CIG), 2016 IEEE Conference on , 2016, pp. 1–8
2016
Earlier work this paper cites.
D. Soemers, “Enhancements for Real-Time Monte-Carlo Tree Search in General Video Game Playing,” Master’s thesis, Maastricht Univ., 2016
2016
Earlier work this paper cites.
M. d. Waard, D. M. Roijers, and S. C. Bakkes, “Monte Carlo Tree Search with Options for General Video Game Playing,” in 2016 IEEE Conference on Computational Intelligence and Games (CIG) . IEEE, 2016, pp. 47–54
2016
Earlier work this paper cites.
D. Perez-Liebana, S. Mostaghim, and S. M. Lucas, “Multi-objective Tree Search Approaches for General Video Game Playing,” in Congress on Evolutionary Computation (CEC) . IEEE, 2016, pp. 624–631
2016
Cited alongside, same era.
I. Bravi, A. Khalifa, C. Holmgård, and J. Togelius, “Evolving UCT Alternatives for General Video Game Playing,” in The IJCAI-16 Workshop on General Game Playing , 2016, p. 63
2016
Cited alongside, same era.
M. J. Nelson, “Investigating Vanilla MCTS Scaling on the GVG-AI Game Corpus,” in 2016 IEEE Conference on Computational Intelligence and Games (CIG) . IEEE, 2016, pp. 402–408
2016
Cited alongside, same era.
H. Horn, V. Volz, D. Pérez-Liébana, and M. Preuss, “MCTS/EA Hybrid GVGAI Players and Game Difficulty Estimation,” in Computational Intelligence and Games (CIG), 2016 IEEE Conference on . IEEE, 2016, pp. 1–8
2016
Cited alongside, same era.
T. Machado, A. Nealen, and J. Togelius, “Cicero: A mixed-initiative AI-assisted game design tool,” in Proceedings of the 12th International Conference on the Foundations of Digital Games , ser. FDG’17. New York, NY, USA: ACM, 2017
2017
Later among the works it cites.
T. Machado, A. Nealen, and J. Togelius, “SeekWhence a Retrospective Analysis Tool for General Game Design,” in Proceedings of the 12th International Conference on the Foundations of Digital Games , ser. FDG ’17. New York, NY, USA: ACM, 2017, pp. 4:1–4:6. [Online]. Available: http://doi.acm.org/10.1145/3102071.3102090
2017
Later among the works it cites.
J. Liu, J. Togelius, D. Pérez-Liébana, and S. M. Lucas, “Evolving Game Skill-Depth using General Video Game AI Agents,” in IEEE Congress on Evolutionary Computation (CEC), 2017 IEEE Conference on . IEEE, 2017, pp. 2299–2307
2017
Later among the works it cites.
C. Guerrero-Romero, A. Louis, and D. Pérez-Liébana, “Beyond Playing to Win: Diversifying Heuristics for GVGAI,” in Conference on Computational Intelligence and Games . IEEE, 2017, pp. 118–125
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C.-Y. Chu, S. Ito, T. Harada, and R. Thawonmas, “Position-based Reinforcement Learning Biased MCTS for General Video Game Playing,” in Conference on Computational Intelligence and Games (CIG) . IEEE, 2016, pp. 444–451
2016
Cited alongside, same era.
P. Bontrager, A. Khalifa, A. Mendes, and J. Togelius, “Matching Games and Algorithms for General Video Game Playing,” in Artificial Intelligence and Interactive Digital Entertainment Conference , 2016, pp. 122–128
2016
Cited alongside, same era.
A. Mendes, J. Togelius, and A. Nealen, “Hyperheuristic General Video Game Playing,” in Computational Intelligence and Games (CIG), 2016 IEEE Conference on . IEEE, 2016, pp. 1–8
2016
Cited alongside, same era.
A. Braylan and R. Miikkulainen, “Object-Model Transfer in the General Video Game Domain,” in Twelfth Artificial Intelligence and Interactive Digital Entertainment Conference , 2016
2016
Cited alongside, same era.
K. Kunanusont, “General Video Game Artificial Intelligence: Learning from Screen Capture,” Master’s thesis, University of Essex, 2016
2016
Cited alongside, same era.
J. Nichols, “The Use of Genetic Algorithms in Automatic Level Generation,” Master’s thesis, University of Essex, 2016
2016
Cited alongside, same era.
T. Machado, I. Bravi, Z. Wang, A. Nealen, and J. Togelius, “Shopping for game mechanics,” in Proceedings of the FDG Workshop on Procedural Content Generation , 2016
2016
Cited alongside, same era.
A. Khalifa, A. Isaksen, J. Togelius, and A. Nealen, “Modifying MCTS for Human-Like General Video Game Playing,” in IJCAI , 2016, pp. 2514–2520
2016
Cited alongside, same era.
2017
Later among the works it cites.
M. C. Green, A. Khalifa, G. A. Barros, and J. Togelius, ““Press Space To Fire”: Automatic Video Game Tutorial Generation,” in Fourth Experimental AI in Games Workshop , 2017
2017
Later among the works it cites.
V. Volz, D. Ashlock, S. Colton, S. Dahlskog, J. Liu, S. Lucas, D. Perez-Liebana, and T. Thompson, “Gameplay Evaluation Measures,” Dagstuhl Follow-Ups , 2017
2017
Later among the works it cites.
G. N. Yannakakis and J. Togelius, Artificial Intelligence and Games . Springer, 2018
2018
Closest in time.
R. D. Gaina, A. Couëtoux, D. J. Soemers, M. H. Winands, T. Vodopivec, F. Kirchgessner, J. Liu, S. M. Lucas, and D. Perez-Liebana, “The 2016 two-player gvgai competition,” IEEE Transactions on Games , vol. 10, no. 2, pp. 209–220, June 2018
2018
Closest in time.
R. R. Torrado, P. Bontrager, J. Togelius, J. Liu, and D. Perez-Liebana, “Deep Reinforcement Learning in the General Video Game AI framework,” in Conference on Computational Intelligence and Games , 2018, p. to appear
2018
Closest in time.
T. Joppen, M. U. Moneke, N. Schröder, C. Wirth, and J. Fürnkranz, “Informed Hybrid Game Tree Search for General Video Game Playing,” IEEE Transactions on Games , vol. 10, no. 1, pp. 78–90, 2018
2018
Closest in time.
I. Bravi, D. Perez-Liebana, S. M. Lucas, and J. Liu, “Shallow Decision-making Analysis in General Video Game Playing,” in Computational Intelligence and Games (CIG), 2018 IEEE Conference on , 2018, p. to appear
2018
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B. S. Santos, H. S. Bernardino, and E. Hauck, “An Improved Rolling Horizon Evolution Algorithm with Shift Buffer for General Game Playing,” in Brazilian Symposium on Computer Games and Digital Entertainment , 2018
2018
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B. S. Santos and H. S. Bernardino, “Game State Evaluation Heuristics in General Video Game Playing,” in Brazilian Symposium on Computer Games and Digital Entertainment , 2018
2018
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C. F. Sironi, J. Liu, D. Perez-Liebana, R. D. Gaina, I. Bravi, S. M. Lucas, and W. M. H. M, “Self-Adaptive MCTS for General Video Game Playing,” in European Conference on the Applications of Evolutionary Computation . Springer, 2018, p. to appear
2018
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C. F. Sironi and M. H. M. Winands, “Analysis of Self-adaptive Monte Carlo Tree Search in General Video Game Playing,” in Conference on Computational Intelligence and Games , 2018, p. to appear
2018
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I. Azaria, A. Elyasaf, and M. Sipper, Evolving Artificial General Intelligence for Video Game Controllers . Cham: Springer International Publishing, 2018, pp. 53–63. [Online]. Available: https://doi.org/10.1007/978-3-319-97088-2_4
2018
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R. D. Gaina, S. M. Lucas, and D. Perez-Liebana, “General Win Prediction from Agent Experience,” in Computational Intelligence and Games (CIG), 2018 IEEE Conference on , 2018, p. to appear
2018
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——, “VERTIGO: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI,” in The 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment , 2018, pp. 265–267
2018
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D. Ashlock, E.-Y. M. Kim, and D. Perez-Liebana, “Toward General Mathematical Game Playing Agents,” in Computational Intelligence and Games (CIG), 2018 IEEE Conference on , 2018, p. to appear
2018
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A. Dockhorn and D. Apeldoorn, “Forward Model Approximation for General Video Game Learning,” in Computational Intelligence and Games (CIG), 2018 IEEE Conference on , 2018, p. to appear
2018
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2018
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S. Beaupre, T. Wiles, S. Briggs, and G. Smith, “A Design Pattern Approach for Multi-Game Level Generation,” in Artificial Intelligence and Interactive Digital Entertainment . AAAI, 2018
2018
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W. Woof and K. Chen, “Learning to Play General Video-Games via an Object Embedding Network,” in Computational Intelligence and Games (CIG), 2018 IEEE Conference on , 2018, p. to appear
2018
Closest in time.
T. Machado, D. Gopstein, A. Nealen, O. Nov, and J. Togelius, “AI-assisted Game Debugging with Cicero,” in IEEE Congress on Evolutionary Computation (CEC), 2018 IEEE Conference on . IEEE, 2018, p. to appear
2018
Closest in time.
M. C. Green, A. Khalifa, G. A. Barros, T. Machado, A. Nealen, and J. Togelius, “AtDelfi: Automatically Designing Legible, Full Instructions For Games,” in Foundation of Digital Games , 2018
2018
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2018
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C. Guerrero-Romero, S. M. Lucas, and D. Perez-Liebana, “Using a Team of General AI Algorithms to Assist Game Design and Testing,” in Computational Intelligence and Games (CIG), 2018 IEEE Conference on , 2018, p. to appear
2018
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K. Kunanusont, S. M. Lucas, and D. Perez-Liebana, “Modelling Player Experience with the N-Tuple Bandit Evolutionary Algorithm,” in Artificial intelligence and Interactive Digital Entertainment (AIIDE) , 2018
2018
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2018
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R. D. Gaina, S. M. Lucas, and D. Perez-Liebana, “Tackling Sparse Rewards in Real-Time Games with Statistical Forward Planning Methods,” in AAAI Conference on Artificial Intelligence (AAAI-19) , 2019, p. to appear
2019
Closest in time.
T. Machado, D. Gopstein, A. Nealen, and J. Togelius, “Kwiri - What, When, Where and Who: Everything you ever wanted to know about your game but didn’t know how to ask,” in Knowledge Extraction From Games Workshop . AAAI, 2019, p. to appear
2019
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K. Kunanusont, S. M. Lucas, and D. Pérez-Liébana, “General Video Game AI: Learning from Screen Capture,” in Evolutionary Computation (CEC), 2017 IEEE Congress on . IEEE, 2017, pp. 2078–2085
2085
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