Matthew Stephenson

Orcid: 0000-0002-3867-5842

According to our database1, Matthew Stephenson authored at least 55 papers between 2015 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
GAVEL: Generating Games Via Evolution and Language Models.
CoRR, 2024

NovPhy: A physical reasoning benchmark for open-world AI systems.
Artif. Intell., 2024

The Ludii Game Description Language is Universal.
Proceedings of the IEEE Conference on Games, 2024

Prompt Engineering ChatGPT for Codenames.
Proceedings of the IEEE Conference on Games, 2024

2023
Spatial state-action features for general games.
Artif. Intell., August, 2023

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

Towards a General Transfer Approach for Policy-Value Networks.
Trans. Mach. Learn. Res., 2023

The 2022 Ludii AI competition.
J. Int. Comput. Games Assoc., 2023

Redacted by arXiv.
CoRR, 2023

NovPhy: A Testbed for Physical Reasoning in Open-world Environments.
CoRR, 2023

The Difficulty of Novelty Detection and Adaptation in Physical Environments.
Proceedings of the AI 2023: Advances in Artificial Intelligence, 2023

Physics-Based Task Generation through Causal Sequence of Physical Interactions.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

2022
Report on the 2<sup>nd</sup> Digital Ludeme Project Workshop.
J. Int. Comput. Games Assoc., 2022

Measuring Board Game Distance.
Proceedings of the Computers and Games - International Conference, 2022

2021
Generating Stable Building Block Structures From Sketches.
IEEE Trans. Games, 2021

DSLRIG: Leveraging predictor structure in logistic regression.
Commun. Stat. Simul. Comput., 2021

Transfer of Fully Convolutional Policy-Value Networks Between Games and Game Variants.
CoRR, 2021

General Game Heuristic Prediction Based on Ludeme Descriptions.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

General Board Game Concepts.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Novelty Generation Framework for AI Agents in Angry Birds Style Physics Games.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Deceptive Level Generation for Angry Birds.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Automatic Generation of Board Game Manuals.
Proceedings of the Advances in Computer Games - 17th International Conference, 2021

Optimised Playout Implementations for the Ludii General Game System.
Proceedings of the Advances in Computer Games - 17th International Conference, 2021

General Board Geometry.
Proceedings of the Advances in Computer Games - 17th International Conference, 2021

2020
The computational complexity of Angry Birds.
Artif. Intell., 2020

The Computational Complexity of Angry Birds (Extended Abstract).
Proceedings of the Twenty-Ninth International Joint Conference on Artificial Intelligence, 2020

Ludii - The Ludemic General Game System.
Proceedings of the ECAI 2020 - 24th European Conference on Artificial Intelligence, 29 August-8 September 2020, Santiago de Compostela, Spain, August 29 - September 8, 2020, 2020

Manipulating the Distributions of Experience used for Self-Play Learning in Expert Iteration.
Proceedings of the IEEE Conference on Games, 2020

A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarking.
Proceedings of the IEEE Congress on Evolutionary Computation, 2020

2019
The 2017 AIBIRDS Level Generation Competition.
IEEE Trans. Games, 2019

AI meets Angry Birds.
Nat. Mach. Intell., 2019

DSRIG: Incorporating graphical structure in the regularized modeling of SNP data.
J. Bioinform. Comput. Biol., 2019

Foundations of Digital Archæoludology.
CoRR, 2019

Agent-Based Adaptive Level Generation for Dynamic Difficulty Adjustment in Angry Birds.
CoRR, 2019

An Overview of the Ludii General Game System.
Proceedings of the IEEE Conference on Games, 2019

Ludii as a Competition Platform.
Proceedings of the IEEE Conference on Games, 2019

Learning Policies from Self-Play with Policy Gradients and MCTS Value Estimates.
Proceedings of the IEEE Conference on Games, 2019

An Empirical Evaluation of Two General Game Systems: Ludii and RBG.
Proceedings of the IEEE Conference on Games, 2019

Ludii and XCSP: Playing and Solving Logic Puzzles.
Proceedings of the IEEE Conference on Games, 2019

Using Restart Heuristics to Improve Agent Performance in Angry Birds.
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

"Superstition" in the Network: Deep Reinforcement Learning Plays Deceptive Games.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

A Practical Introduction to the Ludii General Game System.
Proceedings of the Advances in Computer Games - 16th International Conference, 2019

2018
The 2017 AIBIRDS Competition.
CoRR, 2018

Deceptive angry birds: towards smarter game-playing agents.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Deceptive Games.
Proceedings of the Applications of Evolutionary Computation, 2018

2017
A simple approach to analyzing clustered longitudinal data.
Commun. Stat. Simul. Comput., 2017

Generating varied, stable and solvable levels for angry birds style physics games.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Introducing real world physics and macro-actions to general video game ai.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

The Computational Complexity of Angry Birds and Similar Physics-Simulation Games.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

Creating a Hyper-Agent for Solving Angry Birds Levels.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2016
Procedural generation of complex stable structures for angry birds levels.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Procedural Generation of Levels for Angry Birds Style Physics Games.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

2015
Novel methods for reflective symmetry detection in scanned 3D models.
Proceedings of the 2015 International Conference on Image and Vision Computing New Zealand, 2015


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