Raluca D. Gaina

Orcid: 0000-0002-0283-8312

Affiliations:
  • Queen Mary University of London, UK


According to our database1, Raluca D. Gaina authored at least 33 papers between 2016 and 2023.

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

Timeline

Legend:

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Bibliography

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

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

TAG: Pandemic Competition.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

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

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

Tribes: A New Turn-Based Strategy Game for AI Research.
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

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

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

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

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

"Did You Hear That?" Learning to Play Video Games from Audio Cues.
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

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

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

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

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

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

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

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

Automatic game tuning for strategic diversity.
Proceedings of the 2017 9th Computer Science and Electronic Engineering Conference, 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
General Video Game for 2 players: Framework and competition.
Proceedings of the 2016 8th Computer Science and Electronic Engineering Conference, 2016


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