Seminar on Human-like Artificial Agents (Winter 2021/22)


Dates (SIS)

Tuesdays, 14:00, SIS but also on Zoom
(Zoom link, sent privately via email)


Seminar Terms

  • You must attend the seminar regularly
    • If you’re late (more than 5 minutes) and you have not excused one day prior to the seminar, you will have to buy handful of candies for the rest of us as compensation 😉
  • You must give two presentations on a chosen topic
    • The first is a lecture about some scientific paper
    • The second is typically a report about the state of your bachelor/master thesis
  • You must act as an opponent for one presentation about your colleague’s bachelor/master thesis
  • If the need arises, you will have to participate in some experiment (e.g., evaluating software or a project of your colleague)

Papers to Choose from

Paper Links Presenter
Analysis of Statistical Forward Planning Methods in Pommerman, Diego Perez Liebana, Raluca Gaina, Olve Drageset, Ercument Ilhan, Martin Balla and Simon Lucas (2019) Paper
Fronek, R., Göbl, B., & Hlavacs, H. (2020, November). Procedural Creation of Behavior Trees for NPCs. In International Conference on Entertainment Computing (pp. 285-296). Springer, Cham Paper
(MFF subnet)
Denis Iudin
Cheng, D., Han, H., & Fei, G. (2020, November). Automatic Generation of Game Levels Based on Controllable Wave Function Collapse Algorithm. In International Conference on Entertainment Computing (pp. 37-50). Springer, Cham. Paper
(MFF subnet)
Jiří Filek
Yang, Z., & Ontañón, S. (2020, October). Are Strong Policies Also Good Playout Policies? Playout Policy Optimization for RTS Games. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (Vol. 16, No. 1, pp. 144-150). Paper Petr Guba
Horswill, I. (2020, October). A Declarative PCG Tool for Casual Users. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (Vol. 16, No. 1, pp. 81-87). Paper
Ferreira, L., Lelis, L., & Whitehead, J. (2020, October). Computer-generated music for tabletop role-playing games. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (Vol. 16, No. 1, pp. 59-65). Paper
Bhaumik, Debosmita, et al. “Tree Search versus Optimization Approaches for Map Generation.” Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. Vol. 16. No. 1. 2020. Paper
Karavolos, D., Liapis, A., & Yannakakis, G. N. (2019). A multi-faceted surrogate model for search-based procedural content generation. IEEE Transactions on Games. Paper
By, T. (2019). Hexagonal grid numbering. IEEE Transactions on Games. Paper
(MFF subnet)
Kavanagh, W. J., Miller, A., Norman, G., & Andrei, O. (2019). Balancing turn-based games with chained strategy generation. IEEE Transactions on Games. Paper Adrián Kormoš
Steinmetz, E. S., & Gini, M. (2020). More Trees or Larger Trees: Parallelizing Monte Carlo Tree Search. IEEE Transactions on Games. Paper
(MFF subnet)
Daylamani-Zad, D., & Angelides, M. C. (2020). Altruism and Selfishness in Believable Game Agents: Deep Reinforcement Learning in Modified Dictator Games. IEEE Transactions on Games13(3), 229-238. Paper
(MFF subnet)
Freiknecht, J., & Effelsberg, W. (2019). Procedural generation of multistory buildings with interior. IEEE Transactions on Games12(3), 323-336. Paper
(MFF subnet)
Kim, E. Y., & Ashlock, D. (2019). Testing a Protocol for Characterizing Game Playing Agents Trained via Evolution on a New Game. IEEE Transactions on Games12(3), 236-245. Paper
(MFF subnet)
Baeta, F., Correia, J., Martins, T., & Machado, P. (2021). Speed benchmarking of genetic programming frameworks. arXiv preprint arXiv:2106.11919. Paper
Tisdale, B., Seals, D., Pope, A. S., & Tauritz, D. R. (2021, June). Directing evolution: the automated design of evolutionary pathways using directed graphs. In Proceedings of the Genetic and Evolutionary Computation Conference (pp. 732-740). Paper
(MFF subnet)
Paolo, G., Coninx, A., Doncieux, S., & Laflaquière, A. (2021). Sparse reward exploration via novelty search and emitters. arXiv preprint arXiv:2102.03140. Paper
Molin, L. D., Kanwal, J., & Stone, C. (2021, June). Resource availability and the evolution of cooperation in a 3D agent-based simulation. In Proceedings of the Genetic and Evolutionary Computation Conference (pp. 93-101). Paper
(MFF subnet)
Liu, J., Moreau, A., Preuss, M., Rapin, J., Roziere, B., Teytaud, F., & Teytaud, O. (2020, June). Versatile black-box optimization. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 620-628). Paper
(MFF subnet)
Hevia Fajardo, M. A., & Sudholt, D. (2020, June). On the choice of the parameter control mechanism in the (1+(λ, λ)) genetic algorithm. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 832-840). Paper
Rajabi, A., & Witt, C. (2020, June). Self-adjusting evolutionary algorithms for multimodal optimization. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 1314-1322). Paper
Green, M. E., DeLuca, T. F., & Kaiser, K. W. (2020, June). Modeling wildfire using evolutionary cellular automata. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 1089-1097). Paper
(MFF subnet)
Javaheripi, M., Samragh, M., Javidi, T., & Koushanfar, F. (2020, June). GeneCAI: gene tic evolution for acquiring compact AI. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 350-358). Paper
(MFF subnet)
Do, A. V., Bossek, J., Neumann, A., & Neumann, F. (2020, June). Evolving diverse sets of tours for the travelling salesperson problem. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 681-689). Paper
Medvet, E., Bartoli, A., De Lorenzo, A., & Fidel, G. (2020, June). Evolution of distributed neural controllers for voxel-based soft robots. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 112-120). Paper
(MFF subnet)
Santana, C., Keedwell, E., & Menezes, R. (2020, June). An approach to assess swarm intelligence algorithms based on complex networks. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 31-39). Paper
GECCO Proceedings: 2021, 2020 try to find some
IEEE Transactions on Games (journal): 2021 (1, 2, 3), you can check older as well try to find some
CIG (Conference on Games, originally CIG, Computational Intelligence in Games): 2020, 2019 try to find some
AIIDE (Artificial Intelligence and Interactive Digital Entertainment) Proceedings: 2020, 2019, 2018, you can check older as well try to find some
IEEE Games, Entertainment, Media conference papers try to find some
IEEE ICTAI (International Conference on Tools with Artificial Intelligence): 2020, 2019, 2018, you can check older as well try to find some
ICEC (International Conference on Entertaining Computing) Proceeedings: 2020, 2018, you can check older as well
MIG (Motion in Games): 2021, 2020, 2019, you can check older as well
Everything Procedural conference try to find some
More venues (via Google Scholar keyword search): “game”, “interactive”“entertainment”, “game learning”, “interaction” (not everything is related) try to find some

Structure of the Paper Presentation

  1. Summarize what the paper is about, what is its take-home-message (10-15 minutes)
  2. Critically feedback the writing of the paper (5 minutes), e.g.:
    1. They claimed something at the beginning, that they did not deliver;
    2. the hypothesis was clear but the experiment is not designed so it may bring fruitful data;
    3. the data reported, when you try to interpret them, is not supporting the discussion within the paper;
    4. is the experiment replicable?

Structure of the Project-WIP Intro Presentation

  1. Quickly mention what your work is about
  2. Tell us the motivation behind your work
    1. Why are you pursuing this topic?
    2. What is scientifically exciting about your topic?
    3. What the result should ideally be?
    4. Who can benefit from your work?
  3. Describe the state of your work
    1. How are you planning to finish the thesis, what steps are required to deliver it?
    2. What have you done so far and what is before you
  4. End the presentation with open challenges or current problems you are facing to spark the discussion

Structure of the Project-WIP Presentation

  1. Quickly recap what your work is about
  2. Tell us about the delta you have done / what problems you have solved
  3. What challenges you still face or what have not worked and you still need to solve

Seminar Schedule

Date Note Presenter Presentation
12.10.2021 Seminar welcome session N/A
19.10.2021 Scientific Reading – Round 1 Peter Guba PPTX
Project Intro – Round 1 Jakub Mifek PDF
Project Intro – Round 2 Tomáš Plhák ODP
26.10.2021 Scientific Reading – Round 2
— possible thesis follow-up!
Adrián Kormoš PPTX
RPGLite
Almost Finished Project Jiří Berný Google Slides
2.11.2021 Scientific Reading – Round 3 Karel Vlachovský Google Slides
Project Intro – Round 3 Karel Vlachovský Google Slides
Project Intro – Round 4 Peter Guba PPTX
9.11.2021 Scientific Reading – Round 4 N/A (Jiří Fílek got ill)
Project Intro – Round 5 Adrián Kormoš PPTX
16.11.2021 Scientific Reading – Round 5 cancelled
Project Intro – Round 6 cancelled
23.11.2021 Open doors day
(cancelled but seminar will not happen anyway
to ease the chaos)
30.11.2021 Scientific Reading – Round 6
— possible thesis follow-up comparing WFC
and CSPs, may be looking into possible cross-talks
Jiří Filek PDF
Project Intro – Round 7 Jiří Fílek PDF
Project WIP – Round 1
Project WIP – Round 2
7.12.2021 Scientific Reading – Round 7 Denis Iudin GDrive
Project WIP – Round 3 Tomáš Zeman ODP
Project WIP – Round 4 Karel Vlachovský GDrive
14.12.2021 Scientific Reading – Round 8 Tomáš Plhák Google Slides
Project WIP – Round 5 Adrián Kormoš PPTX
Project WIP – Round 6 Peter Guba
21.12.2021 Going to be ONLINE ONLY!
Scientific Reading – Round 9
Project WIP – Round 7 Jiří Fílek Google Slides
Project WIP – Round 8 Tomáš Plhák PDF
4.1.2021 Cancelled
And that’s all folks!

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