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Latest revision as of 13:25, 17 July 2020
Simon M. Lucas,
a British computer scientist, professor and head of School of Electronic Engineering and Computer Science,
Queen Mary, University of London, director of its Game AI Research Group (GAIG) [2],
and also the Queen Mary lead for the EPSRC funded Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) [3].
Before, he was affiliated with the University of Essex, Colchester.
He holds a B.Sc. in computer systems engineering from University of Kent,
and a Ph.D. in electronics and computer science from University of Southampton, the Ph.D. in 1991 already on the topic of deep neural networks [4].
His research covers the broad spectrum of machine learning, such as pattern recognition, genetic programming, neural networks, deep learning, reinforcement learning, temporal difference learning as well as Monte-Carlo tree search.
and has gravitated toward game AI, covering the games of Othello, Go, Connect Four, and more recently general video game playing.
Contents
Selected Publications
1990 ...
- Simon Lucas, Robert I. Damper (1990). Syntactic Neural Networks. Connection Science, Vol. 2, No. 3
- Simon Lucas, Robert I. Damper (1991). Syntactic neural networks in VLSI. VLSI for Artificial Intelligence and Neural Networks
- Simon Lucas (1991). Connectionist architectures for syntactic pattern recognition. Ph.D. thesis, University of Southampton
- Simon Lucas (1992). An algebraic approach to learning in syntactic neural networks IJCNN 1992
- Simon Lucas (1995). Rapid best-first retrieval from massive dictionaries by lazy evaluation of a syntactic neural network. ICNN 1995
- Simon Lucas (1997). Forward-Backward Building Blocks for Evolving Neural Networks with Intrinsic Learning Behaviors. IWANN 1997
- Simon Lucas (1997). Face recognition with the continuous n-tuple classifier. BMVC 1997
2000 ...
- Simon Lucas (2000). Efficient Best-First Dictionary Search Given Graph-Based Input. ICPR 2000
- Simon Lucas (2004). Exploiting Reflection in Object Oriented Genetic Programming. EuroGP 2004
- Simon Lucas (2004). Cellz: A simple dynamic game for testing evolutionary algorithms. CEC 2004, pdf
- Thomas Philip Runarsson, Simon Lucas (2005). Coevolution versus self-play temporal difference learning for acquiring position evaluation in small-board Go. IEEE Transactions on Evolutionary Computation, Vol. 9, No. 6
- Simon Lucas, Thomas Philip Runarsson (2006). Temporal Difference Learning versus Co-Evolution for Acquiring Othello Position Evaluation. CIG 2006 » Othello
- Simon Lucas (2007). Learning to play Othello with N-tuple systems. Australian Journal of Intelligent Information Processing Systems, Special Issue on Game Technology, Vol. 9, No. 4
- Simon Lucas (2009). Temporal difference learning with interpolated table value functions. CIG 2009
2010 ...
- Simon Lucas (2010). Information Theory and Game Strategy Learning. IJCCI 2010
- Thomas Philip Runarsson, Simon Lucas (2012). Imitating play from game trajectories: Temporal difference learning versus preference learning. IEEE CIG 2012
- Cameron Browne, Edward Powley, Daniel Whitehouse, Simon Lucas, Peter Cowling, Philipp Rohlfshagen, Stephen Tavener, Diego Perez, Spyridon Samothrakis, Simon Colton (2012). A Survey of Monte Carlo Tree Search Methods. IEEE Transactions on Computational Intelligence and AI in Games, Vol. 4, No. 1, pdf
- John Levine, Clare Bates Congdon, Marc Ebner, Graham Kendall, Simon Lucas, Risto Miikkulainen, Tom Schaul, Tommy Thompson (2013). General Video Game Playing. Artificial and Computational Intelligence in Games 2013
- Marc Ebner, John Levine, Simon Lucas, Tom Schaul, Tommy Thompson, Julian Togelius (2013). Towards a Video Game Description Language. Artificial and Computational Intelligence in Games 2013
- Thomas Philip Runarsson, Simon Lucas (2014). Preference Learning for Move Prediction and Evaluation Function Approximation in Othello. IEEE CIG 2014
- Simon Lucas, Spyridon Samothrakis, Diego Perez (2014). Fast Evolutionary Adaptation for Monte Carlo Tree Search. EvoApplications 2014, pdf
- Diego Perez, Spyridon Samothrakis, Simon Lucas (2014). Knowledge-based fast evolutionary MCTS for general video game playing. IEEE CIG 2014, pdf
- Thomas Philip Runarsson, Simon Lucas (2015). On imitating Connect-4 game trajectories using an approximate n-tuple evaluation function. IEEE CIG 2015
- Simon Lucas (2018). Game AI Research with Fast Planet Wars Variants. arXiv:1806.08544, IEEE CIG 2018
2020 ...
- Raluca D. Gaina, Sam Devlin, Simon Lucas, Diego Perez-Liebana (2020). Rolling Horizon Evolutionary Algorithms for General Video Game Playing. arXiv:2003.12331
- Martin Balla, Simon Lucas, Diego Perez-Liebana (2020). Evaluating Generalisation in General Video Game Playing. arXiv:2005.11247
External Links
- Simon M. Lucas
- Professor Simon Lucas - School of Electronic Engineering and Computer Science
- Simon Lucas - Google Scholar