Diego Perez Liebana

Orcid: 0000-0003-1958-0212

Affiliations:
  • Queen Mary University of London, UK
  • University of Magdeburg, Germany (former)
  • University of Essex, Colchester, UK (former)


According to our database1, Diego Perez Liebana authored at least 137 papers between 2008 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
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Article 
PhD thesis 
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Online presence:

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Bibliography

2024
PyTAG: Tabletop Games for Multi-Agent Reinforcement Learning.
CoRR, 2024

Higher Replay Ratio Empowers Sample-Efficient Multi-Agent Reinforcement Learning.
Proceedings of the IEEE Conference on Games, 2024

Strategy Game-Playing with Size-Constrained State Abstraction.
Proceedings of the IEEE Conference on Games, 2024

Unveiling modern board games: an ML-based approach to BoardGameGeek data analysis.
Proceedings of the IEEE Conference on Games, 2024

Playing NetHack with LLMs: Potential & Limitations as Zero-Shot Agents.
Proceedings of the IEEE Conference on Games, 2024

Measuring Randomness in Tabletop Games.
Proceedings of the IEEE Conference on Games, 2024

Skill Depth in Tabletop Board Games.
Proceedings of the IEEE Conference on Games, 2024

2023
Elastic Monte Carlo Tree Search.
IEEE Trans. Games, December, 2023

Beyond Playing to Win: Creating a Team of Agents With Distinct Behaviors for Automated Gameplay.
IEEE Trans. Games, September, 2023

Following the Leader in Multiplayer Tabletop Games.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Predictive Models and Monte Carlo Tree Search: A Pipeline for Believable Agents.
Proceedings of the IEEE Conference on Games, 2023

Balancing Wargames through Predicting Unit Point Costs.
Proceedings of the IEEE Conference on Games, 2023

A case study in AI-assisted board game design.
Proceedings of the IEEE Conference on Games, 2023

PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games.
Proceedings of the IEEE Conference on Games, 2023

TotalBotWar: An Innovative AI Challenge and Competition for Pseudo Real-time Multi-action games.
Proceedings of the Actas del II Congreso Español de Videojuegos (CEV 2023), 2023

2022
Student-Initiated Action Advising via Advice Novelty.
IEEE Trans. Games, 2022

Visualizing Multiplayer Game Spaces.
IEEE Trans. Games, 2022

Rolling Horizon Evolutionary Algorithms for General Video Game Playing.
IEEE Trans. Games, 2022

Human-Game AI Interaction (Dagstuhl Seminar 22251).
Dagstuhl Reports, 2022

Visualising Multiplayer Game Spaces.
CoRR, 2022

Elastic Monte Carlo Tree Search with State Abstraction for Strategy Game Playing.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

Turning Zeroes into Non-Zeroes: Sample Efficient Exploration with Monte Carlo Graph Search.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

MultiTree MCTS in Tabletop Games.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

Task Relabelling for Multi-task Transfer using Successor Features.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

2021
Generating Diverse and Competitive Play-Styles for Strategy Games.
CoRR, 2021


Generating Diverse and Competitive Play-Styles for Strategy Games.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Automatic Goal Discovery in Subgoal Monte Carlo Tree Search.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Learning on a Budget via Teacher Imitation.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

MAP-Elites to Generate a Team of Agents that Elicits Diverse Automated Gameplay.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Fingerprinting Tabletop Games.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Game State and Action Abstracting Monte Carlo Tree Search for General Strategy Game-Playing.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Portfolio Search and Optimization for General Strategy Game-Playing.
Proceedings of the IEEE Congress on Evolutionary Computation, 2021

Action Advising with Advice Imitation in Deep Reinforcement Learning.
Proceedings of the AAMAS '21: 20th International Conference on Autonomous Agents and Multiagent Systems, 2021

TAG: Terraforming Mars.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

Discrete versus Ordinal Time-Continuous Believability Assessment.
Proceedings of the 2021 9th International Conference on Affective Computing and Intelligent Interaction, 2021

Trace It Like You Believe It: Time-Continuous Believability Prediction.
Proceedings of the 9th International Conference on Affective Computing and Intelligent Interaction, 2021

2020
Student-Initiated Action Advising via Advice Novelty.
CoRR, 2020

Design and Implementation of TAG: A Tabletop Games Framework.
CoRR, 2020

TotalBotWar: A New Pseudo Real-time Multi-action Game Challenge and Competition for AI.
CoRR, 2020

The Design Of "Stratega": A General Strategy Games Framework.
CoRR, 2020

Guaranteeing Reproducibility in Deep Learning Competitions.
CoRR, 2020

Efficient Heuristic Policy Optimisation for a Challenging Strategic Card Game.
Proceedings of the Applications of Evolutionary Computation - 23rd European Conference, 2020

Rolling Horizon NEAT for General Video Game Playing.
Proceedings of the IEEE Conference on Games, 2020

Self-Adaptive Rolling Horizon Evolutionary Algorithms for General Video Game Playing.
Proceedings of the IEEE Conference on Games, 2020

Evaluating Generalisation in General Video Game Playing.
Proceedings of the IEEE Conference on Games, 2020

Tribes: A New Turn-Based Strategy Game for AI Research.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

MCTS Pruning in Turn-Based Strategy Games.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

Studying General Agents in Video Games from the Perspective of Player Experience.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

TAG: A Tabletop Games Framework.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

STRATEGA: A General Strategy Games Framework.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

2019
General Video Game Artificial Intelligence
Synthesis Lectures on Games and Computational Intelligence, Morgan & Claypool Publishers, ISBN: 978-3-031-02122-0, 2019

General Video Game AI: A Multitrack Framework for Evaluating Agents, Games, and Content Generation Algorithms.
IEEE Trans. Games, 2019

Guest Editorial Special Issue on Game Competition Frameworks for Research and Education.
IEEE Trans. Games, 2019

The MineRL Competition on Sample Efficient Reinforcement Learning using Human Priors.
CoRR, 2019

The Multi-Agent Reinforcement Learning in MalmÖ (MARLÖ) Competition.
CoRR, 2019

Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Best.
CoRR, 2019

Evolving Game State Evaluation Functions for a Hybrid Planning Approach.
Proceedings of the IEEE Conference on Games, 2019

A Local Approach to Forward Model Learning: Results on the Game of Life Game.
Proceedings of the IEEE Conference on Games, 2019

Teaching on a Budget in Multi-Agent Deep Reinforcement Learning.
Proceedings of the IEEE Conference on Games, 2019

Project Thyia: A Forever Gameplayer.
Proceedings of the IEEE Conference on Games, 2019

Optimising Level Generators for General Video Game AI.
Proceedings of the IEEE Conference on Games, 2019

Learning Local Forward Models on Unforgiving Games.
Proceedings of the IEEE Conference on Games, 2019

Rinascimento: Optimising Statistical Forward Planning Agents for Playing Splendor.
Proceedings of the IEEE Conference on Games, 2019

Ensemble Decision Systems for General Video Game Playing.
Proceedings of the IEEE Conference on Games, 2019

Analysis of Statistical Forward Planning Methods in Pommerman.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

Tackling Sparse Rewards in Real-Time Games with Statistical Forward Planning Methods.
Proceedings of the Thirty-Third AAAI Conference on Artificial Intelligence, 2019

Training Gradient Boosting Machines Using Curve-Fitting and Information-Theoretic Features for Causal Direction Detection.
Proceedings of the Cause Effect Pairs in Machine Learning, 2019

2018
Pac-ManConquers Academia: Two Decades of Research Using a Classic Arcade Game.
IEEE Trans. Games, 2018

The 2016 Two-Player GVGAI Competition.
IEEE Trans. Games, 2018

General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms.
CoRR, 2018

Studying believability assessment in racing games.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Self-adaptive MCTS for General Video Game Playing.
Proceedings of the Applications of Evolutionary Computation, 2018

Deep Reinforcement Learning for General Video Game AI.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Using a Team of General AI Algorithms to Assist Game Design and Testing.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

General Win Prediction from Agent Experience.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Shallow Decision-Making Analysis in General Video Game Playing.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Toward General Mathematical Game Playing Agents.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisation.
Proceedings of the 2018 IEEE Congress on Evolutionary Computation, 2018

Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

VERTIGØ: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Evolving Behaviour Tree Structures Using Grammatical Evolution.
Proceedings of the Handbook of Grammatical Evolution, 2018

2017
Evolutionary Behavior Tree Approaches for Navigating Platform Games.
IEEE Trans. Comput. Intell. AI Games, 2017

Default policies for global optimisation of noisy functions with severe noise.
J. Glob. Optim., 2017

Efficient Noisy Optimisation with the Sliding Window Compact Genetic Algorithm.
CoRR, 2017

Evaluating Noisy Optimisation Algorithms: First Hitting Time is Problematic.
CoRR, 2017

Efficient noisy optimisation with the multi-sample and sliding window compact genetic algorithms.
Proceedings of the 2017 IEEE Symposium Series on Computational Intelligence, 2017

Analysis of Vanilla Rolling Horizon Evolution Parameters in General Video Game Playing.
Proceedings of the Applications of Evolutionary Computation - 20th European Conference, 2017

Introducing real world physics and macro-actions to general video game ai.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

General video game rule generation.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Building an automatic sprite generator with deep convolutional generative adversarial networks.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Beyond playing to win: Diversifying heuristics for GVGAI.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Rolling horizon evolution enhancements in general video game playing.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

General video game playing escapes the no free lunch theorem.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Diversity maintenance using a population of repelling random-mutation hill climbers.
Proceedings of the 2017 9th Computer Science and Electronic Engineering Conference, 2017

HTN fighter: Planning in a highly-dynamic game.
Proceedings of the 2017 9th Computer Science and Electronic Engineering Conference, 2017

Opponent models comparison for 2 players in GVGAI competitions.
Proceedings of the 2017 9th Computer Science and Electronic Engineering Conference, 2017

Evaluating and modelling Hanabi-playing agents.
Proceedings of the 2017 IEEE Congress on Evolutionary Computation, 2017

Evolving Game Skill-Depth using General Video Game AI agents.
Proceedings of the 2017 IEEE Congress on Evolutionary Computation, 2017

Bandit-based Random Mutation Hill-Climbing.
Proceedings of the 2017 IEEE Congress on Evolutionary Computation, 2017

General Video Game AI: Learning from screen capture.
Proceedings of the 2017 IEEE Congress on Evolutionary Computation, 2017

The N-Tuple bandit evolutionary algorithm for automatic game improvement.
Proceedings of the 2017 IEEE Congress on Evolutionary Computation, 2017

Population seeding techniques for Rolling Horizon Evolution in General Video Game Playing.
Proceedings of the 2017 IEEE Congress on Evolutionary Computation, 2017

2016
Predicting Dominance Rankings for Score-Based Games.
IEEE Trans. Comput. Intell. AI Games, 2016

The 2014 General Video Game Playing Competition.
IEEE Trans. Comput. Intell. AI Games, 2016

Optimal resampling for the noisy OneMax problem.
CoRR, 2016

General Video Game Level Generation.
Proceedings of the 2016 on Genetic and Evolutionary Computation Conference, Denver, CO, USA, July 20, 2016

Ms. Pac-Man Versus Ghost Team CIG 2016 competition.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Analyzing the robustness of general video game playing agents.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

MCTS/EA hybrid GVGAI players and game difficulty estimation.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

General Video Game for 2 players: Framework and competition.
Proceedings of the 2016 8th Computer Science and Electronic Engineering Conference, 2016

Rolling Horizon Coevolutionary planning for two-player video games.
Proceedings of the 2016 8th Computer Science and Electronic Engineering Conference, 2016

Multi-objective tree search approaches for general video game playing.
Proceedings of the IEEE Congress on Evolutionary Computation, 2016

General Video Game AI: Competition, Challenges and Opportunities.
Proceedings of the Thirtieth AAAI Conference on Artificial Intelligence, 2016

2015
Multiobjective Monte Carlo Tree Search for Real-Time Games.
IEEE Trans. Comput. Intell. AI Games, 2015

Open Loop Search for General Video Game Playing.
Proceedings of the Genetic and Evolutionary Computation Conference, 2015

Neuroevolution for General Video Game Playing.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

2014
Automated Map Generation for the Physical Traveling Salesman Problem.
IEEE Trans. Evol. Comput., 2014

Solving the Physical Traveling Salesman Problem: Tree Search and Macro Actions.
IEEE Trans. Comput. Intell. AI Games, 2014

Fast Evolutionary Adaptation for Monte Carlo Tree Search.
Proceedings of the Applications of Evolutionary Computation - 17th European Conference, 2014

Rolling horizon methods for games with continuous states and actions.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Knowledge-based fast evolutionary MCTS for general video game playing.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

The 2013 Multi-objective Physical Travelling Salesman Problem Competition.
Proceedings of the IEEE Congress on Evolutionary Computation, 2014

2013
Rolling horizon evolution versus tree search for navigation in single-player real-time games.
Proceedings of the Genetic and Evolutionary Computation Conference, 2013

Online and offline learning in multi-objective Monte Carlo Tree Search.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

2012
A Survey of Monte Carlo Tree Search Methods.
IEEE Trans. Comput. Intell. AI Games, 2012

Monte-Carlo Tree Search for the Physical Travelling Salesman Problem.
Proceedings of the Applications of Evolutionary Computation, 2012

Monte Carlo Tree Search: Long-term versus short-term planning.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

Towards more intelligent adaptive video game agents: a computational intelligence perspective.
Proceedings of the Computing Frontiers Conference, CF'12, 2012

The physical travelling salesman problem: WCCI 2012 competition.
Proceedings of the IEEE Congress on Evolutionary Computation, 2012

2011
Evolving Behaviour Trees for the Mario AI Competition Using Grammatical Evolution.
Proceedings of the Applications of Evolutionary Computation, 2011

Reactiveness and navigation in computer games: Different needs, different approaches.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

2010
The 2009 Simulated Car Racing Championship.
IEEE Trans. Comput. Intell. AI Games, 2010

2009
Evolving a fuzzy controller for a Car Racing Competition.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

2008
Driving Cars by Means of Genetic Algorithms.
Proceedings of the Parallel Problem Solving from Nature, 2008

Evolving a rule system controller for automatic driving in a car racing competition.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008

The WCCI 2008 simulated car racing competition.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008


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