Spyridon Samothrakis

Orcid: 0000-0003-1902-9690

Affiliations:
  • University of Essex, UK


According to our database1, Spyridon Samothrakis authored at least 50 papers between 2010 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2024
Undersmoothing Causal Estimators With Generative Trees.
IEEE Access, 2024

2023
A Minimal "Functionally Sentient" Organism Trained With Backpropagation Through Time.
Adapt. Behav., December, 2023

Extracting tactics learned from self-play in general games.
Inf. Sci., May, 2023

Robustness of Algorithms for Causal Structure Learning to Hyperparameter Choice.
CoRR, 2023

Hyperparameter Tuning and Model Evaluation in Causal Effect Estimation.
CoRR, 2023

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

2022
A Comparison of Self-Play Algorithms Under a Generalized Framework.
IEEE Trans. Games, 2022

Deep Learning in Target Space.
J. Mach. Learn. Res., 2022

Grokking-like effects in counterfactual inference.
Proceedings of the International Joint Conference on Neural Networks, 2022

Enhancing Task-Specific Distillation in Small Data Regimes through Language Generation.
Proceedings of the 29th International Conference on Computational Linguistics, 2022

2020
Deep Learning in Target Space.
CoRR, 2020

Open Loop In Natura Economic Planning.
CoRR, 2020

Single-Trial EEG Classification with EEGNet and Neural Structured Learning for Improving BCI Performance.
Proceedings of the 2020 International Joint Conference on Neural Networks, 2020

Textual Data Augmentation for Efficient Active Learning on Tiny Datasets.
Proceedings of the 2020 Conference on Empirical Methods in Natural Language Processing, 2020

Applications of Artificial Intelligence in Live Action Role-Playing Games (LARP).
Proceedings of the IEEE Conference on Games, 2020

Causal Inference with Correlation Alignment.
Proceedings of the 2020 IEEE International Conference on Big Data (IEEE BigData 2020), 2020

2019
Bagging Adversarial Neural Networks for Domain Adaptation in Non-Stationary EEG.
Proceedings of the International Joint Conference on Neural Networks, 2019

Identifying idealised vectors for emotion detection using CMA-ES.
Proceedings of the Genetic and Evolutionary Computation Conference Companion, 2019

Neuroevolution Strategies for Word Embedding Adaptation in Text Adventure Games.
Proceedings of the IEEE Conference on Games, 2019

A Generalized Framework for Self-Play Training.
Proceedings of the IEEE Conference on Games, 2019

Active learning without unlabeled samples: generating questions and labels using Monte Carlo Tree Search.
Proceedings of the 2019 IEEE International Conference on Big Data (IEEE BigData), 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
Kathryn E. Merrick: Computational models of motivation for game-playing agents - Springer, 2016, 213 pp, ISBN: 978-3-319-33457-8.
Genet. Program. Evolvable Mach., 2018

Viewpoint: Artificial Intelligence and Labour.
Proceedings of the Twenty-Seventh International Joint Conference on Artificial Intelligence, 2018

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

On Monte Carlo Tree Search and Reinforcement Learning.
J. Artif. Intell. Res., 2017

Convolutional-Match Networks for Question Answering.
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, 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

Match memory recurrent networks.
Proceedings of the 2016 International Joint Conference on Neural Networks, 2016

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

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

2014
Methods for tackling games of strict competition.
PhD thesis, 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
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

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

Active inference and agency: optimal control without cost functions.
Biol. Cybern., 2012

From competition to cooperation: Co-evolution in a rewards continuum.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

2011
Fast Approximate Max-n Monte Carlo Tree Search for Ms Pac-Man.
IEEE Trans. Comput. Intell. AI Games, 2011

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

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


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