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Travelled to:
1 × Canada
1 × Germany
1 × India
1 × Korea
1 × USA
2 × Spain
2 × United Kingdom
Collaborated with:
Diego Perez Liebana Raluca D. Gaina Spyridon Samothrakis Julian Togelius A.C.Downton Thomas Philip Runarsson Diego Pérez-Liébana Samuel A. Roberts David Robles Atif M. Alhejali Philipp Rohlfshagen Ivan Bravi L.Du K.T.Cho T.Huang G.Patoulas K.Sarampalis Peter Burrow Aisha A. Abdullahi Jialin Liu 0001 E.Ishidera Renzo De Nardi Wichit Sombat Piers R. Williams Cristina Guerrero-Romero A.C.Tams G.W.Beccaloni M.J.Scoble G.S.Robinson Alexander Dockhorn Vanessa Volz B.Al-Badr Luis Peña S.Ossowski José María Peña Sánchez M.Fasli Rokas Volkovas Michael Fairbank John R. Woodward S.J.Cho S.Ryu Alexandros Agapitos J.Schmidhuber Andreas Konstantinidis 0002 Daniel Ashlock Wendy Ashlock Colin Lee M.J.Nelson Paolo Burelli K.Karpouzis Peter I. Cowling T.Schaul Matthew Stephenson J.Renz A.Panaretos L.Sosa A.Tang S.Wong R.Young Olve Drageset Ercüment Ilhan Martin Balla G.J.Wells A.C.Holmes Daniele Loiacono P.L.Lanzi Leonard Kinnaird-Heether Matt Simmerson R.G.Reynolds Yago Sáez Chris Bamford Sanaz Mostaghim R.Kruse
Talks about:
game (19) learn (16) play (11) general (9) pac (9) man (9) evolut (8) evalu (8) versus (7) tempor (7)

Person: Simon M. Lucas

DBLP DBLP: Lucas:Simon_M=

Facilitated 1 volumes:

CIG 2011Ed

Contributed to:

ICDAR 20052005
ICPR v3 20042004
ICDAR 20032003
ICPR v3 20022002
ICDAR 20012001
ICPR v2 20002000
ICPR v4 20002000
ICDAR 19991999
ICDAR 19971997
CIG 20052005
CIG 20062006
CIG 20072007
CIG 20082008
CIG 20092009
CIG 20102010
CIG 20112011
CIG 20122012
CIG 20132013
CIG 20142014
CIG 20152015
CIG 20162016
CIG 20172017
AIIDE 20182018
CIG 20182018
AIIDE 20192019
CoG 20192019

Wrote 61 papers:

ICDAR-2005-Lucas #contest
Text Locating Competition Results (SML), pp. 80–85.
ICDAR-2005-LucasC #grid #performance
Fast Convolutional OCR with the Scanning N-Tuple Grid (SML, KTC), pp. 799–805.
ICPR-v3-2004-LucasH #recognition #sequence
Sequence Recognition with Scanning N-Tuple Ensembles (SML, TKH), pp. 410–413.
ICDAR-2003-DowntonLPBSR
Computerising Natural History Card Archives (ACD, SML, GP, GWB, MJS, GSR), pp. 354–358.
ICDAR-2003-LucasPD #image #performance #recognition #word
Fast Lexicon-Based Word Recognition in Noisy Index Card Images (SML, GP, ACD), pp. 462–466.
ICDAR-2003-LucasPSTWY #contest #robust
ICDAR 2003 Robust Reading Competitions (SML, AP, LS, AT, SW, RY), pp. 682–687.
ICPR-v3-2002-IshideraLD #generative #image #recognition #word
Likelihood Word Image Generation Model for Word Recognition (EI, SML, ACD), pp. 172–175.
ICPR-v3-2002-Lucas #deployment #evaluation
Web-Based Evaluation and Deployment of Pattern Recognizers (SML), pp. 419–422.
ICDAR-2001-DowntonTWHLBSR #architecture #design #legacy
Constructing Web-Based Legacy Index Card Archives — Architectural Design Issues and Initial Data Acquisition (ACD, ACT, GJW, ACH, SML, GWB, MJS, GSR), pp. 854–858.
ICDAR-2001-LucasTCDR #recognition #robust #word
Robust Word Recognition for Museum Archive Card Indexing (SML, ACT, SJC, ACD, SR), pp. 144–148.
ICPR-v2-2000-LucasS #algorithm #automation #evaluation #internet
Automatic Evaluation of Algorithms over the Internet (SML, KS), pp. 2471–2474.
ICPR-v4-2000-Lucas #graph #performance #taxonomy
Efficient Best-First Dictionary Search Given Graph-Based Input (SML), pp. 4434–4437.
ICDAR-1999-DowntonLD #evaluation #lazy evaluation #recognition
Lazy Evaluation for Best-First Contextual Handwriting Recognition (ACD, SML, LD), pp. 589–592.
ICDAR-1997-DuDLA #documentation #evaluation #lazy evaluation #recognition #semantics #using
Generalized Contextual Recognition of Hand-Printed Documents Using Semantic Trees with Lazy Evaluation (LD, ACD, SML, BAB), pp. 238–242.
CIG-2005-Lucas #evolution #game studies #network
Evolving a Neural Network Location Evaluator to Play Ms. Pac-Man (SML).
CIG-2005-TogeliusL #composition #game studies #symmetry
Forcing Neurocontrollers to Exploit Sensory Symmetry Through Hard-wired Modularity in the Game of Cellz (JT, SML).
CIG-2006-LucasR #co-evolution #difference #evaluation #learning
Temporal Difference Learning Versus Co-Evolution for Acquiring Othello Position Evaluation (SML, TPR), pp. 52–59.
CIG-2007-LucasT #difference #evolution #learning
Point-to-Point Car Racing: an Initial Study of Evolution Versus Temporal Difference Learning (SML, JT), pp. 260–267.
CIG-2007-TogeliusNL #automation #game studies #personalisation #towards
Towards automatic personalised content creation for racing games (JT, RDN, SML), pp. 252–259.
CIG-2008-AgapitosTLSK #evolution #generative #multi
Generating diverse opponents with multiobjective evolution (AA, JT, SML, JS, AK0), pp. 135–142.
CIG-2008-LoiaconoTLKLSPRS #contest
The WCCI 2008 simulated car racing competition (DL, JT, PLL, LKH, SML, MS, DPL, RGR, YS), pp. 119–126.
CIG-2008-Lucas #difference #evolution #learning
Investigating learning rates for evolution and temporal difference learning (SML), pp. 1–7.
CIG-2009-BurrowL #difference #evolution #game studies #learning
Evolution versus Temporal Difference Learning for learning to play Ms. Pac-Man (PB, SML), pp. 53–60.
CIG-2009-Lucas
Screen-capture Ms Pac-Man (SML).
CIG-2009-Lucas09a #contest
Ms Pac-Man versus ghost-team competition (SML).
CIG-2009-Lucas09b #difference #learning
Temporal difference learning with interpolated table value functions (SML), pp. 32–37.
CIG-2009-RoblesL #game studies
A simple tree search method for playing Ms. Pac-Man (DR, SML), pp. 249–255.
CIG-2010-Lucas #evolution #learning #problem
Estimating learning rates in evolution and TDL: Results on a simple grid-world problem (SML), pp. 372–379.
CIG-2010-SamothrakisRL
A UCT agent for Tron: Initial investigations (SS, DR, SML), pp. 365–371.
CIG-2011-AbdullahiL #difference #learning
Temporal difference learning with interpolated n-tuples: Initial results from a simulated car racing environment (AAA, SML), pp. 321–328.
CIG-2011-AlhejaliL #programming #search-based #using
Using a training camp with Genetic Programming to evolve Ms Pac-Man agents (AMA, SML), pp. 118–125.
CIG-2011-RoblesRL #game studies #learning #monte carlo
Learning non-random moves for playing Othello: Improving Monte Carlo Tree Search (DR, PR, SML), pp. 305–312.
CIG-2012-AshlockASLL #co-evolution #contest
From competition to cooperation: Co-evolution in a rewards continuum (DA, WA, SS, SML, CL), pp. 33–40.
CIG-2012-NelsonBKLC
Tutorials (MJN, PB, KK, SML, PIC).
CIG-2012-PenaOPL #evolution #game studies #learning
Learning and evolving combat game controllers (LP, SO, JMPS, SML), pp. 195–202.
CIG-2012-PerezRL #monte carlo
Monte Carlo Tree Search: Long-term versus short-term planning (DPL, PR, SML), pp. 219–226.
CIG-2012-RobertsL #behaviour #design #evolution
Evolving spaceship designs for optimal control and the emergence of interesting behaviour (SAR, SML), pp. 342–349.
CIG-2012-RunarssonL #difference #game studies #learning
Imitating play from game trajectories: Temporal difference learning versus preference learning (TPR, SML), pp. 79–82.
CIG-2012-SombatRL
Evaluating the enjoyability of the ghosts in Ms Pac-Man (WS, PR, SML), pp. 379–387.
CIG-2013-AlhejaliL #heuristic #monte carlo #programming #search-based #using
Using genetic programming to evolve heuristics for a Monte Carlo Tree Search Ms Pac-Man agent (AMA, SML), pp. 1–8.
CIG-2013-PerezSL #learning #monte carlo #multi #online
Online and offline learning in multi-objective Monte Carlo Tree Search (DPL, SS, SML), pp. 1–8.
CIG-2013-RobertsL #game studies #problem
Measuring interestingness of continuous game problems (SAR, SML), pp. 1–8.
CIG-2014-PerezSL #game studies #knowledge-based #performance #video
Knowledge-based fast evolutionary MCTS for general video game playing (DPL, SS, SML), pp. 1–8.
CIG-2014-SamothrakisRPL #game studies
Rolling horizon methods for games with continuous states and actions (SS, SAR, DPL, SML), pp. 1–8.
CIG-2015-RunarssonL #approximate #evaluation #game studies #on the #using
On imitating Connect-4 game trajectories using an approximate n-tuple evaluation function (TPR, SML), pp. 208–213.
CIG-2015-SamothrakisLLF #game studies #video
Neuroevolution for General Video Game Playing (SS, DPL, SML, MF), pp. 200–207.
CIG-2016-LiebanaSTSL #game studies #robust #video
Analyzing the robustness of general video game playing agents (DPL, SS, JT, TS, SML), pp. 1–8.
CIG-2016-WilliamsLL #contest
Ms. Pac-Man Versus Ghost Team CIG 2016 competition (PRW, DPL, SML), pp. 1–8.
CIG-2017-GainaLL #evolution #game studies #video
Rolling horizon evolution enhancements in general video game playing (RDG, SML, DPL), pp. 88–95.
CIG-2017-LiebanaSGRL #game studies #physics #video
Introducing real world physics and macro-actions to general video game ai (DPL, MS, RDG, JR, SML), pp. 248–255.
AIIDE-2018-GainaLP #algorithm #named #visualisation
VERTIGØ: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI (RDG, SML, DPL), pp. 265–267.
CIG-2018-BraviLL0 #analysis #game studies #video
Shallow Decision-Making Analysis in General Video Game Playing (IB, DPL, SML, JL0), pp. 1–8.
CIG-2018-GainaLP #experience #predict
General Win Prediction from Agent Experience (RDG, SML, DPL), pp. 1–8.
CIG-2018-Guerrero-Romero #algorithm #design #game studies #testing #using
Using a Team of General AI Algorithms to Assist Game Design and Testing (CGR, SML, DPL), pp. 1–8.
CIG-2018-Lucas #game studies #performance #research
Game AI Research with Fast Planet Wars Variants (SML), pp. 1–4.
AIIDE-2019-LiebanaGDIBL #analysis #statistics
Analysis of Statistical Forward Planning Methods in Pommerman (DPL, RDG, OD, EI, MB, SML), pp. 66–72.
CoG-2019-BraviLL0 #game studies #named #optimisation #statistics
Rinascimento: Optimising Statistical Forward Planning Agents for Playing Splendor (IB, DPL, SML, JL0), pp. 1–8.
CoG-2019-DockhornLVBGL #game studies #learning #modelling
Learning Local Forward Models on Unforgiving Games (AD, SML, VV, IB, RDG, DPL), pp. 1–4.
CoG-2019-GainaLP
Project Thyia: A Forever Gameplayer (RDG, SML, DPL), pp. 1–8.
CoG-2019-LucasDVBGBPMK #approach #game studies #learning
A Local Approach to Forward Model Learning: Results on the Game of Life Game (SML, AD, VV, CB, RDG, IB, DPL, SM, RK), pp. 1–8.
CoG-2019-VolkovasFWL #2d #game studies #named #prototype
Mek: Mechanics Prototyping Tool for 2D Tile-Based Turn-Based Deterministic Games (RV, MF, JRW, SML), pp. 1–8.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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