Simon M. Lucas

Orcid: 0000-0002-3180-7451

Affiliations:
  • Queen Mary University of London, Game AI Research Group School of Electronic Engineering and Computer Science, UK
  • University of Essex, UK


According to our database1, Simon M. Lucas authored at least 220 papers between 1990 and 2023.

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Bibliography

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

Enhanced Rolling Horizon Evolution Algorithm With Opponent Model Learning: Results for the Fighting Game AI Competition.
IEEE Trans. Games, March, 2023

Rinascimento: Playing Splendor-Like Games With Event-Value Functions.
IEEE Trans. Games, March, 2023

ADAPTER-RL: Adaptation of Any Agent using Reinforcement Learning.
CoRR, 2023

Partial advantage estimator for proximal policy optimization.
CoRR, 2023

Joint action loss for proximal policy optimization.
CoRR, 2023

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

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

2022
Visualizing Multiplayer Game Spaces.
IEEE Trans. Games, 2022

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

Visualising Multiplayer Game Spaces.
CoRR, 2022

Choosing Representation, Mutation, and Crossover in Genetic Algorithms.
IEEE Comput. Intell. Mag., 2022

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

2021
Predictive Control Using Learned State Space Models via Rolling Horizon Evolution.
CoRR, 2021

Rinascimento: searching the behaviour space of Splendor.
CoRR, 2021

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

2020
Artificial Intelligence and Games.
Künstliche Intell., 2020

Griddly: A platform for AI research in games.
CoRR, 2020

AI and Wargaming.
CoRR, 2020

Neural Game Engine: Accurate learning ofgeneralizable forward models from pixels.
CoRR, 2020

Weighting NTBEA for Game AI Optimisation.
CoRR, 2020

Modulation of Viability Signals for Self-regulatory Control.
Proceedings of the Active Inference - First International Workshop, 2020

Interactive evolution and exploration within latent level-design space of generative adversarial networks.
Proceedings of the GECCO '20: Genetic and Evolutionary Computation Conference, 2020

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

Practical Game Design Tool: State Explorer.
Proceedings of the IEEE Conference on Games, 2020

Bootstrapped model learning and error correction for planning with uncertainty in model-based RL.
Proceedings of the IEEE Conference on Games, 2020

Cross-Platform Games in Kotlin.
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

Local Forward Model Learning for GVGAI Games.
Proceedings of the IEEE Conference on Games, 2020

Rinascimento: using event-value functions for playing Splendor.
Proceedings of the IEEE Conference on Games, 2020

Neural Game Engine: Accurate learning of generalizable forward models from pixels.
Proceedings of the IEEE Conference on Games, 2020

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

Does it matter how well I know what you're thinking? Opponent Modelling in an RTS game.
Proceedings of the IEEE Congress on Evolutionary Computation, 2020

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

A Survey of Statistical Machine Learning Elements in Genetic Programming.
IEEE Trans. Evol. Comput., 2019

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

Foundations of Digital Archæoludology.
CoRR, 2019

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

Deep Reinforcement Learning and Games [Guest Editorial].
IEEE Comput. Intell. Mag., 2019

Tile pattern KL-divergence for analysing and evolving game levels.
Proceedings of the Genetic and Evolutionary Computation Conference, 2019

Game AI hyperparameter tuning in rinascimento.
Proceedings of the Genetic and Evolutionary Computation Conference Companion, 2019

Mek: Mechanics Prototyping Tool for 2D Tile-Based Turn-Based Deterministic Games.
Proceedings of the IEEE Conference on Games, 2019

The Games Fusion Project: Competencies for Game Design.
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

Project Thyia: A Forever Gameplayer.
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

Extracting Learning Curves From Puzzle Games.
Proceedings of the 11th Computer Science and Electronic Engineering Conference, 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

Evolving mario levels in the latent space of a deep convolutional generative adversarial network.
Proceedings of the Genetic and Evolutionary Computation Conference, 2018

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

Game AI Research with Fast Planet Wars Variants.
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

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

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

Recursion in tree-based genetic programming.
Genet. Program. Evolvable Mach., 2017

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

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

IEEE CIS VP-Education Vision Statement [Society Briefs].
IEEE Comput. Intell. Mag., 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

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

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

Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051).
Dagstuhl Reports, 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

On imitating Connect-4 game trajectories using an approximate n-tuple evaluation function.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

Keynote speech II: General video game AI: Challenges and applications.
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

Preference Learning for Move Prediction and Evaluation Function Approximation in Othello.
IEEE Trans. Comput. Intell. AI Games, 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
Coevolving Game-Playing Agents: Measuring Performance and Intransitivities.
IEEE Trans. Evol. Comput., 2013

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

General Video Game Playing.
Proceedings of the Artificial and Computational Intelligence in Games, 2013

Towards a Video Game Description Language.
Proceedings of the Artificial and Computational Intelligence in Games, 2013

Measuring interestingness of continuous game problems.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 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

Using genetic programming to evolve heuristics for a Monte Carlo Tree Search Ms Pac-Man agent.
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

Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191).
Dagstuhl Reports, 2012

A web tool for monitoring HTTP asynchronous method invocations.
Proceedings of the 7th International Conference for Internet Technology and Secured Transactions, 2012

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

Evaluating the enjoyability of the ghosts in Ms Pac-Man.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

Imitating play from game trajectories: Temporal difference learning versus preference learning.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

Evolving spaceship designs for optimal control and the emergence of interesting behaviour.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

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

Learning and evolving combat game controllers.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

Tutorials.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

From competition to cooperation: Co-evolution in a rewards continuum.
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
Fast Approximate Max-n Monte Carlo Tree Search for Ms Pac-Man.
IEEE Trans. Comput. Intell. AI Games, 2011

CIS Publication Spotlight.
IEEE Comput. Intell. Mag., 2011

CIS Publication Spotlight [Publication Spotlight].
IEEE Comput. Intell. Mag., 2011

Approximating n-player behavioural strategy nash equilibria using coevolution.
Proceedings of the 13th Annual Genetic and Evolutionary Computation Conference, 2011

Learning non-random moves for playing Othello: Improving Monte Carlo Tree Search.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Using a training camp with Genetic Programming to evolve Ms Pac-Man agents.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Temporal difference learning with interpolated n-tuples: Initial results from a simulated car racing environment.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Ms Pac-Man versus Ghost Team CEC 2011 competition.
Proceedings of the IEEE Congress on Evolutionary Computation, 2011

2010
CIS Publication Spotlight [Publication Spotlight].
IEEE Comput. Intell. Mag., 2010

Sentence-Level Attachment Prediction.
Proceedings of the Advances in Multidisciplinary Retrieval, 2010

Information Theory and Game Strategy Learning.
Proceedings of the ICFC-ICNC 2010, 2010

Grammatical Inference and Games: Extended Abstract.
Proceedings of the Grammatical Inference: Theoretical Results and Applications, 2010

A UCT agent for Tron: Initial investigations.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Estimating learning rates in evolution and TDL: Results on a simple grid-world problem.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

2009
Computational Intelligence and AI in Games: A New IEEE Transactions.
IEEE Trans. Comput. Intell. AI Games, 2009

Orientational features with the SNT-grid.
Proceedings of the International Joint Conference on Neural Networks, 2009

A simple tree search method for playing Ms. Pac-Man.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Temporal difference learning with interpolated table value functions.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Ms Pac-Man versus ghost-team competition.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Screen-capture Ms Pac-Man.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Evolution versus Temporal Difference Learning for learning to play Ms. Pac-Man.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Semi-automatic BPT for Image Retrieval.
Proceedings of the Seventh International Workshop on Content-Based Multimedia Indexing, 2009

2008
Computational intelligence and games: Challenges and opportunities.
Int. J. Autom. Comput., 2008

The 2007 IEEE CEC simulated car racing competition.
Genet. Program. Evolvable Mach., 2008

2007 IEEE Symposium on Computational Intelligence and Games (CIG 2007) [Conference Reports].
IEEE Comput. Intell. Mag., 2008

Ubiquitous robotics in physical human action recognition: A comparison between dynamic ANNs and GP.
Proceedings of the 2008 IEEE International Conference on Robotics and Automation, 2008

Learning to recognise mental activities: genetic programming of stateful classifiers for brain-computer interfacing.
Proceedings of the Genetic and Evolutionary Computation Conference, 2008

On the genetic programming of time-series predictors for supply chain management.
Proceedings of the Genetic and Evolutionary Computation Conference, 2008

Investigating learning rates for evolution and temporal difference learning.
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

Generating diverse opponents with multiobjective evolution.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008

Wavelet domain binary partition trees for image segmentation.
Proceedings of the International Workshop on Content-Based Multimedia Indexing, 2008

2007
Computational Intelligence in Racing Games.
Proceedings of the Advanced Intelligent Paradigms in Computer Games, 2007

Learning Finite-State Transducers: Evolution Versus Heuristic State Merging.
IEEE Trans. Evol. Comput., 2007

User-configurable OCR enhancement for online natural history archives.
Int. J. Document Anal. Recognit., 2007

Games Technical Committee.
IEEE Comput. Intell. Mag., 2007

Implementing a State-Based Application Using Web Objects in XML.
Proceedings of the On the Move to Meaningful Internet Systems 2007: CoopIS, 2007

Sensorless but not Senseless: Prediction in Evolutionary Car Racing.
Proceedings of the First IEEE Symposium on Artificial Life, 2007

Nonlinear dynamics modelling for controller evolution.
Proceedings of the Genetic and Evolutionary Computation Conference, 2007

Towards understanding the effects of neutrality on the sudoku problem.
Proceedings of the Genetic and Evolutionary Computation Conference, 2007

Evolving controllers for simulated car racing using object oriented genetic programming.
Proceedings of the Genetic and Evolutionary Computation Conference, 2007

Evolving Modular Recursive Sorting Algorithms.
Proceedings of the Genetic Programming, 10th European Conference, 2007

Evolving a Statistics Class Using Object Oriented Evolutionary Programming.
Proceedings of the Genetic Programming, 10th European Conference, 2007

Towards automatic personalised content creation for racing games.
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, 2007

Point-to-Point Car Racing: an Initial Study of Evolution Versus Temporal Difference Learning.
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, 2007

Multi-population competitive co-evolution of car racing controllers.
Proceedings of the IEEE Congress on Evolutionary Computation, 2007

A statistically aligned recombination operator for finite state machines.
Proceedings of the IEEE Congress on Evolutionary Computation, 2007

N-gram fitness function with a constraint in a musical evolutionary system.
Proceedings of the IEEE Congress on Evolutionary Computation, 2007

Multiobjective techniques for the use of state in genetic programming applied to simulated car racing.
Proceedings of the IEEE Congress on Evolutionary Computation, 2007

2006
Evolutionary computation and games.
IEEE Comput. Intell. Mag., 2006

Arms Races and Car Races.
Proceedings of the Parallel Problem Solving from Nature, 2006

Learning Recursive Functions with Object Oriented Genetic Programming.
Proceedings of the Genetic Programming, 9th European Conference, 2006

Temporal Difference Learning Versus Co-Evolution for Acquiring Othello Position Evaluation.
Proceedings of the 2006 IEEE Symposium on Computational Intelligence and Games (CIG06), 2006

Evolving robust and specialized car racing skills.
Proceedings of the IEEE International Conference on Evolutionary Computation, 2006

Evolution of Neural Networks for Helicopter Control: Why Modularity Matters.
Proceedings of the IEEE International Conference on Evolutionary Computation, 2006

Product Geometric Crossover for the Sudoku Puzzle.
Proceedings of the IEEE International Conference on Evolutionary Computation, 2006

Evolving Musical Sequences with N-Gram Based Trainable Fitness Functions.
Proceedings of the IEEE International Conference on Evolutionary Computation, 2006

Evolving Efficient Recursive Sorting Algorithms.
Proceedings of the IEEE International Conference on Evolutionary Computation, 2006

2005
Coevolution versus self-play temporal difference learning for acquiring position evaluation in small-board go.
IEEE Trans. Evol. Comput., 2005

Learning Deterministic Finite Automata with a Smart State Labeling Evolutionary Algorithm.
IEEE Trans. Pattern Anal. Mach. Intell., 2005

ICDAR 2003 robust reading competitions: entries, results, and future directions.
Int. J. Document Anal. Recognit., 2005

Fast Convolutional OCR with the Scanning N-Tuple Grid.
Proceedings of the Eighth International Conference on Document Analysis and Recognition (ICDAR 2005), 29 August, 2005

Text Locating Competition Results.
Proceedings of the Eighth International Conference on Document Analysis and Recognition (ICDAR 2005), 29 August, 2005

Forcing Neurocontrollers to Exploit Sensory Symmetry Through Hard-wired Modularity in the Game of Cellz.
Proceedings of the 2005 IEEE Symposium on Computational Intelligence and Games (CIG05), 2005

Evolving a Neural Network Location Evaluator to Play Ms. Pac-Man.
Proceedings of the 2005 IEEE Symposium on Computational Intelligence and Games (CIG05), 2005

Evolving controllers for simulated car racing.
Proceedings of the IEEE Congress on Evolutionary Computation, 2005

2004
Sequence Recognition with Scanning N-Tuple Ensembles.
Proceedings of the 17th International Conference on Pattern Recognition, 2004

Exploiting Reflection in Object Oriented Genetic Programming.
Proceedings of the Genetic Programming, 7th European Conference, 2004

Cellz: a simple dynamic game for testing evolutionary algorithms.
Proceedings of the IEEE Congress on Evolutionary Computation, 2004

2003
Discriminative Training of the Scanning N-Tuple Classifier.
Proceedings of the Artificial Neural Nets Problem Solving Methods, 2003

ICDAR 2003 Robust Reading Competitions.
Proceedings of the 7th International Conference on Document Analysis and Recognition (ICDAR 2003), 2003

Fast Lexicon-Based Word Recognition in Noisy Index Card Images.
Proceedings of the 7th International Conference on Document Analysis and Recognition (ICDAR 2003), 2003

Computerising Natural History Card Archives.
Proceedings of the 7th International Conference on Document Analysis and Recognition (ICDAR 2003), 2003

Evolving Finite State Transducers: Some Initial Explorations.
Proceedings of the Genetic Programming, 6th European Conference, EuroGP 2003, 2003

Learning DFA: evolution versus evidence driven state merging.
Proceedings of the IEEE Congress on Evolutionary Computation, 2003

2002
Web-Based Evaluation and Deployment of Pattern Recognizers.
Proceedings of the 16th International Conference on Pattern Recognition, 2002

Likelihood Word Image Generation Model for Word Recognition.
Proceedings of the 16th International Conference on Pattern Recognition, 2002

Top-Down Likelihood Word Image Generation Model for Holistic Word Recognition.
Proceedings of the Document Analysis Systems V, 5th International Workshop, 2002

Evolving spring-mass models: a test-bed for graph encoding schemes.
Proceedings of the 2002 Congress on Evolutionary Computation, 2002

2001
Efficient graph-based dictionary search and its application to text-image searching.
Pattern Recognit. Lett., 2001

Robust Word Recognition for Museum Archive Card Indexing.
Proceedings of the 6th International Conference on Document Analysis and Recognition (ICDAR 2001), 2001

Constructing Web-Based Legacy Index Card Archives - Architectural Design Issues and Initial Data Acquisition.
Proceedings of the 6th International Conference on Document Analysis and Recognition (ICDAR 2001), 2001

2000
Automatic Evaluation of Algorithms over the Internet.
Proceedings of the 15th International Conference on Pattern Recognition, 2000

Efficient Best-First Dictionary Search Given Graph-Based Input.
Proceedings of the 15th International Conference on Pattern Recognition, 2000

1999
Lazy Evaluation for Best-First Contextual Handwriting Recognition.
Proceedings of the Fifth International Conference on Document Analysis and Recognition, 1999

1997
Forward-Backward Building Blocks for Evolving Neural Networks with Intrinsic Learning Behaviors.
Proceedings of the Biological and Artificial Computation: From Neuroscience to Technology, 1997

Generalized Contextual Recognition of Hand-Printed Documents Using Semantic Trees with Lazy Evaluation.
Proceedings of the 4th International Conference Document Analysis and Recognition (ICDAR '97), 1997

Virtual Table Tennis and the Design of Neural Network Players.
Proceedings of the International Conference on Artificial Neural Nets and Genetic Algorithms, 1997

Face recognition with the continuous n-tuple classifier.
Proceedings of the British Machine Vision Conference 1997, 1997

1996
Rapid best-first retrieval from massive dictionaries.
Pattern Recognit. Lett., 1996

Evolving neural network learning behaviours with set-based chromosomes.
Proceedings of the 4th European Symposium on Artificial Neural Networks, 1996

1995
Rapid best-first retrieval from massive dictionaries by lazy evaluation of a syntactic neural network.
Proceedings of International Conference on Neural Networks (ICNN'95), Perth, WA, Australia, November 27, 1995

Growing adaptive neural networks with graph grammars.
Proceedings of the 3rd European Symposium on Artificial Neural Networks, 1995

1994
A Comparison of Syntactic and Statistical Techniques for Off-Line OCR.
Proceedings of the Grammatical Inference and Applications, Second International Colloquium, 1994

Structuring Chromosomes for Context-Free Grammar Evolution.
Proceedings of the First IEEE Conference on Evolutionary Computation, 1994

1993
On decomposing MLPs.
Proceedings of International Conference on Neural Networks (ICNN'88), San Francisco, CA, USA, March 28, 1993

1991
Syntactic neural networks for text-phonetics translation.
Proceedings of the 1991 International Conference on Acoustics, 1991

1990
Text-to-phonetics translation with syntactic neural nets.
Proceedings of the ESCA Workshop on Speech Synthesis, 1990

Signature verification with a syntactic neural net.
Proceedings of the IJCNN 1990, 1990


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