School of Electronic Engineering and Computer Science

Dr Diego Perez-Liebana

Diego

Lecturer

Email: diego.perez@qmul.ac.uk
Room Number: Peter Landin, CS 301
Office Hours: Tuesday 09:00-11:00

Teaching

Artificial Intelligence in Games (Postgraduate)

This module covers a range of Artificial Intelligence techniques employed in games, and teaches how games are and can be used for research in Artificial Intelligence. This module has a strong programming component. The module explores algorithms for creating agents that play classical board games (such as chess or checkers) and real-time games (Mario or PacMan), including single agents able to play multiple games. The module gives an overview of multiple techniques, such as Monte Carlo Tree Search, Evolutionary Computation, Deep and Machine Learning applied to games.

Multi-platform Game Development (Undergraduate)

This module covers the fundamentals of game development in a multi-platform (consoles, PC, Web and mobile devices) environment. The course focuses on development of 3D games, covering all aspects of game development: the game loop, math, physics, audio, graphics, input, animations, particle systems and artificial intelligence. This module has a strong programming content, required for laboratories and assignments. The practical aspects will be taught using a popular game development platform. The main assignment of this module consists of the development of a full 3D game at the student's choice.

Multi-platform Game Development (Postgraduate)

This module covers the fundamentals of game development in a multi-platform (consoles, PC, Web and mobile devices) environment). The course focuses on development of 3D games, covering all aspects of game development: the game loop, math, physics, audio, graphics, input, animations, particle systems and artificial intelligence. This module has a strong programming content, required for laboratories and assignments. The practical aspects will be taught using a popular game development platform. The main assignment of this module consists of the development of a full 3D game at the student's choice.

Research

Research Interests:

My research is centred in the application of Artificial Intelligence to games, Reinforcement Learning and Evolutionary Computation. At the moment, I am especially interested on General Video Game Playing, which involves the creation of content and agents that play any real-time game that is given to it. He has published more than 60 papers in leading conferences and journals with 2 best paper awards, a BCS Intelligence Prize, and 1,900+ citations. Applying search algorithms, evolutionary computation and reinforcement learning to games, he is the main organizer of popular game AI competitions (GVGAI, MARLO) - securing substantial industry funding by MSR and Google Deepmind, general chair of the 2019 IEEE Conference on Games, track chair of academic (IEEE-CEEC, IEEE-CIG, ACM-FDG) and industry (nucl.ai) game conferences, organiser of game AI workshops and meetups, and frequently invited speaker at industry events like the London Games Festival. He is currently co-supervising 5 PhD students. As QMUL?s IGGI industry liaison, he is drawing on his extensive games industry experience, with several published PC and console titles and developed game AI tools under his belt.

Publications

  • Guerrero-Romero C, LUCAS S, PEREZ-LIEBANA D (2018). Using a Team of General AI Algorithms to Assist Game Design and Testing. Conference on Computational Intelligence and Games



    Citations: 0
  • Torrado RR, Bontrager P, Togelius J et al. (2018). Deep Reinforcement Learning for General Video Game AI. nameOfConference


    QMRO: qmroHref

    Citations: 0
  • Gaina RD, Lucas SM, Perez-Liebana D (2018). General Win Prediction from Agent Experience. nameOfConference



    Citations: 0
  • Bravi I, Perez-Liebana D, Lucas SM et al. (2018). Shallow Decision-Making Analysis in General Video Game Playing. nameOfConference


    QMRO: qmroHref

    Citations: 0
  • Ashlock D, Kim EY, Perez-Lebana D (2018). Toward General Mathematical Game Playing Agents. nameOfConference


    QMRO: qmroHref

    Citations: 0
  • Lucas SM, Liu J, Perez-Liebana D (2018). The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisation. nameOfConference


    QMRO: qmroHref

    Citations: 5
  • Rohlfshagen P, Liu J, Perez-Liebana D et al. (2018). Pac-Man Conquers Academia: Two Decades of Research Using a Classic Arcade Game. nameOfConference



    Citations: 1
  • Pacheco C, Tokarchuk L, Pérez-Liébana D (2018). Studying believability assessment in racing games. nameOfConference


    QMRO: qmroHref

    Citations: 0
  • Lucas SM, Liu J, Perez-Liebana D (2018). Efficient noisy optimisation with the multi-sample and sliding window compact genetic algorithms. nameOfConference


    QMRO: qmroHref

    Citations: 1
  • Perez-Liebana D, Nicolau M (2018). Evolving behaviour tree structures using grammatical evolution. nameOfConference


    QMRO: qmroHref

    Citations: 0
  • Kunanusont K, Lucas SM, Pérez-Lébana D (2018). Modeling player experience with the n-tuple bandit evolutionary algorithm. nameOfConference

    DOI: doi

    QMRO: qmroHref

    Citations: 0
  • Sironi CF, Liu J, Perez-Liebana D et al. (2018). Self-adaptive MCTS for General Video Game Playing. nameOfConference



    Citations: 0
  • Gaina RD, Lucas SM, Pérez-Liébana D (2018). Vertigø: Visualisation of rolling horizon evolutionary algorithms in GVGAI. nameOfConference

    DOI: doi

    QMRO: qmroHref

    Citations: 0
  • Volkovas R, Fairbank M, Perez-Liebana D (2017). Diversity maintenance using a population of repelling random-mutation hill climbers. nameOfConference


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    Citations: 0
  • Neufeld X, Mostaghim S, Perez-Liebana D (2017). HTN fighter: Planning in a highly-dynamic game. nameOfConference


    QMRO: qmroHref

    Citations: 3
  • Gonzalez-Castro JM, Perez-Liebana D (2017). Opponent models comparison for 2 players in GVGAI competitions. nameOfConference


    QMRO: qmroHref

    Citations: 1
  • Gaina RD, Couetoux A, Soemers D et al. (2017). The 2016 Two-Player GVGAI Competition. nameOfConference



    Citations: 0
  • Horsley L, Perez-Liebana D (2017). Building an automatic sprite generator with deep convolutional generative adversarial networks. nameOfConference


    QMRO: qmroHref

    Citations: 1
  • Ashlock D, Perez-Liebana D, Saunders A (2017). General video game playing escapes the no free lunch theorem. nameOfConference


    QMRO: qmroHref

    Citations: 3
  • Khalifa A, Green MC, Perez-Liebana D et al. (2017). General video game rule generation. nameOfConference


    QMRO: qmroHref

    Citations: 10
  • Perez-Liebana D, Stephenson M, Gaina RD et al. (2017). Introducing real world physics and macro-actions to general video game ai. nameOfConference


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    Citations: 0
  • Gaina RD, Lucas SM, Perez-Liebana D (2017). Rolling horizon evolution enhancements in general video game playing. nameOfConference


    QMRO: qmroHref

    Citations: 0
  • Liu J, Perez-Liebana D, Lucas SM (2017). Bandit-based Random Mutation Hill-Climbing. nameOfConference


    QMRO: qmroHref

    Citations: 5
  • Walton-Rivers J, Williams PR, Bartle R et al. (2017). Evaluating and modelling Hanabi-playing agents. nameOfConference


    QMRO: qmroHref

    Citations: 6
  • Liu J, Togelius J, Perez-Liebana D et al. (2017). Evolving Game Skill-Depth using General Video Game AI agents. nameOfConference


    QMRO: qmroHref

    Citations: 8
  • Kunanusont K, Lucas SM, Perez-Liebana D (2017). General Video Game AI: Learning from screen capture. nameOfConference


    QMRO: qmroHref

    Citations: 6
  • Gaina RD, Lucas SM, Perez-Liebana D (2017). Population seeding techniques for Rolling Horizon Evolution in General Video Game Playing. nameOfConference


    QMRO: qmroHref

    Citations: 0
  • Kunanusont K, Gaina RD, Liu J et al. (2017). The N-Tuple bandit evolutionary algorithm for automatic game improvement. nameOfConference



    Citations: 0
  • Perez-Liebana D, Samothrakis S, Togelius J et al. (2017). Analyzing the robustness of general video game playing agents. nameOfConference


    QMRO: qmroHref

    Citations: 2
  • Horn H, Volz V, Perez-Liebana D et al. (2017). MCTS/EA hybrid GVGAI players and game difficulty estimation. nameOfConference


    QMRO: qmroHref

    Citations: 1
  • Williams PR, Perez-Liebana D, Lucas SM (2017). Ms. Pac-Man Versus Ghost Team CIG 2016 competition. nameOfConference


    QMRO: qmroHref

    Citations: 3
  • Gaina RD, Pérez-Liébana D, Lucas SM (2017). General video game for 2 players: Framework and competition. nameOfConference



    Citations: 0
  • Liu J, Pérez-Liébana D, Lucas SM (2017). Rolling horizon coevolutionary planning for two-player video games. nameOfConference


    QMRO: qmroHref

    Citations: 5
  • Gaina RD, Liu J, Lucas SM et al. (2017). Analysis of vanilla rolling Horizon evolution parameters in general video game playing. nameOfConference



    Citations: 0
  • Guerrero-Romero C, Louis A, Perez-Liebana D (2017). Beyond Playing to Win: Diversifying Heuristics for GVGAI. nameOfConference


    QMRO: qmroHref

    Citations: 0
  • Samothrakis S, Fasli M, Perez D et al. (2016). Default policies for global optimisation of noisy functions with severe noise. nameOfConference



    Citations: 0
  • Perez-Liebana D, Mostaghim S, Lucas SM (2016). Multi-objective tree search approaches for general video game playing. nameOfConference


    QMRO: qmroHref

    Citations: 5
  • Perez-Liebana D, Samothrakis S, Togelius J et al. (2016). The 2014 General Video Game Playing Competition. nameOfConference


    QMRO: qmroHref

    Citations: 39
  • Khalifa A, Perez-Liebana D, Lucas SM et al. (2016). General video game level generation. nameOfConference


    QMRO: qmroHref

    Citations: 27
  • Nicolau M, Perez-Liebana D, Oneill M et al. (2016). Evolutionary Behavior Tree Approaches for Navigating Platform Games. nameOfConference


    QMRO: qmroHref

    Citations: 0
  • Samothrakis S, Perez D, Lucas SM et al. (2016). Predicting Dominance Rankings for Score-Based Games. nameOfConference



    Citations: 2
  • Perez-Liebana D, Samothrakis S, Togelius J et al. (2016). General video game AI: Competition, challenges, and opportunities. nameOfConference

    DOI: doi

    QMRO: qmroHref

    Citations: 49
  • Perez D, Mostaghim S, Samothrakis S et al. (2015). Multiobjective Monte Carlo Tree Search for Real-Time Games. nameOfConference


    QMRO: qmroHref

    Citations: 4
  • Williams PR, Walton-Rivers J, Perez-Liebana D et al. (2015). Monte Carlo Tree Search applied to co-operative problems. nameOfConference


    QMRO: qmroHref

    Citations: 1
  • Neufeld X, Mostaghim S, Perez-Liebana D (2015). Procedural level generation with answer set programming for general Video Game playing. nameOfConference


    QMRO: qmroHref

    Citations: 7
  • Samothrakis S, Perez-Liebana D, Lucas SM et al. (2015). Neuroevolution for General Video Game Playing. nameOfConference


    QMRO: qmroHref

    Citations: 4
  • Perez D, Dieskau J, Hünermund M et al. (2015). Open loop search for general video game playing. nameOfConference


    QMRO: qmroHref

    Citations: 22
  • Perez D, Togelius J, Samothrakis S et al. (2014). Automated map generation for the physical traveling salesman problem. nameOfConference


    QMRO: qmroHref

    Citations: 9
  • Lucas SM, Samothrakis S, Pérez D (2014). Fast evolutionary adaptation for Monte Carlo Tree Search. nameOfConference


    QMRO: qmroHref

    Citations: 12
  • Perez D, Samothrakis S, Lucas S (2014). Knowledge-based fast evolutionary MCTS for general video game playing. nameOfConference


    QMRO: qmroHref

    Citations: 34
  • Samothrakis S, Roberts SA, Perez D et al. (2014). Rolling horizon methods for games with continuous states and actions. nameOfConference


    QMRO: qmroHref

    Citations: 6
  • Perez D, Powley EJ, Whitehouse D et al. (2014). Solving the physical traveling salesman problem: Tree search and macro actions. nameOfConference


    QMRO: qmroHref

    Citations: 21
  • Perez D, Powley E, Whitehouse D et al. (2014). The 2013 Multi-objective Physical Travelling Salesman Problem Competition. nameOfConference


    QMRO: qmroHref

    Citations: 3
  • Perez D, Samothrakis S, Lucas S (2013). Online and offline learning in multi-objective Monte Carlo Tree Search. nameOfConference


    QMRO: qmroHref

    Citations: 1
  • Perez D, Samothrakis S, Lucas SM et al. (2013). Rolling horizon evolution versus tree search for navigation in single-player real-time games. nameOfConference


    QMRO: qmroHref

    Citations: 29
  • Perez D, Rohlfshagen P, Lucas SM (2012). Monte Carlo Tree Search: Long-term versus short-term planning. nameOfConference


    QMRO: qmroHref

    Citations: 6
  • Perez D, Rohlfshagen P, Lucas SM (2012). The physical travelling salesman problem: WCCI 2012 competition. nameOfConference


    QMRO: qmroHref

    Citations: 28
  • Lucas SM, Rohlfshagen P, Perez D (2012). Towards more intelligent adaptive video game agents: A computational intelligence perspective. nameOfConference


    QMRO: qmroHref

    Citations: 2
  • Perez D, Rohlfshagen P, Lucas SM (2012). Monte-Carlo tree search for the physical travelling salesman problem. nameOfConference


    QMRO: qmroHref

    Citations: 11
  • Browne CB, Powley E, Whitehouse D et al. (2012). A survey of Monte Carlo tree search methods. nameOfConference


    QMRO: qmroHref

    Citations: 747
  • Perez D, Nicolau M, O'Neill M et al. (2011). Reactiveness and navigation in computer games: Different needs, different approaches. nameOfConference


    QMRO: qmroHref

    Citations: 5
  • Perez D, Nicolau M, O'Neill M et al. (2011). Evolving behaviour trees for the Mario AI competition using grammatical evolution. nameOfConference


    QMRO: qmroHref

    Citations: 33
  • Loiacono D, Lanzi PL, Togelius J et al. (2010). The 2009 simulated car racing championship. nameOfConference


    QMRO: qmroHref

    Citations: 59
  • Perez D, Recio G, Saez Y et al. (2009). Evolving a fuzzy controller for a car racing competition. nameOfConference


    QMRO: qmroHref

    Citations: 34
  • Perez D, Saez Y, Recio G et al. (2008). Evolving a rule system controller for automatic driving in a car racing competition. nameOfConference


    QMRO: qmroHref

    Citations: 7
  • Saez Y, Perez D, Sanjuan O et al. (2008). Driving cars by means of genetic algorithms. nameOfConference


    QMRO: qmroHref

    Citations: 8
  • Loiacono D, Togelius J, Lanzi PL et al. (2008). The WCCI 2008 simulated car racing competition. nameOfConference


    QMRO: qmroHref

    Citations: 55