Luiz Chaimowicz
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View article: Decentralized Emergent Behavior Design in Robotic Swarms Using Gibbs Random Fields
Decentralized Emergent Behavior Design in Robotic Swarms Using Gibbs Random Fields Open
This paper presents a novel methodology that extends the concepts of Gibbs Random Fields (GRFs) to swarm robotics, facilitating decentralized control of diverse swarm behaviors using only local information. In this approach, a GRF is a pro…
View article: A Taxonomy of Collectible Card Games from a Game-Playing AI Perspective
A Taxonomy of Collectible Card Games from a Game-Playing AI Perspective Open
Collectible card games are challenging, widely played games that have received increasing attention from the AI research community in recent years. Despite important breakthroughs, the field still poses many unresolved challenges. This wor…
View article: A Missing Data Imputation GAN for Character Sprite Generation
A Missing Data Imputation GAN for Character Sprite Generation Open
Creating and updating pixel art character sprites with many frames spanning different animations and poses takes time and can quickly become repetitive. However, that can be partially automated to allow artists to focus on more creative ta…
View article: Pixel art character generation as an image-to-image translation problem using GANs
Pixel art character generation as an image-to-image translation problem using GANs Open
Asset creation in game development usually requires multiple iterations until a final version is achieved. This iterative process becomes more significant when the content is pixel art, in which the artist carefully places each pixel. We h…
View article: Communication-Constrained Multi-Robot Exploration with Intermittent Rendezvous
Communication-Constrained Multi-Robot Exploration with Intermittent Rendezvous Open
Communication constraints can significantly impact robots' ability to share information, coordinate their movements, and synchronize their actions, thus limiting coordination in Multi-Robot Exploration (MRE) applications. In this work, we …
View article: HeRo 2.0: a low-cost robot for swarm robotics research
HeRo 2.0: a low-cost robot for swarm robotics research Open
View article: Towards a Mixed-Initiative Sprite Editor for Pixel Art Characters
Towards a Mixed-Initiative Sprite Editor for Pixel Art Characters Open
View article: Analysis and Compilation of Normal Map Generation Techniques for Pixel Art
Analysis and Compilation of Normal Map Generation Techniques for Pixel Art Open
Pixel art is a popular artistic style adopted in the gaming industry, and nowadays, it is often accompanied by modern rendering techniques. One example is dynamic lighting for the game sprites, for which normal mapping defines how the ligh…
View article: On the Challenges of Generating Pixel Art Character Sprites Using GANs
On the Challenges of Generating Pixel Art Character Sprites Using GANs Open
We pose the problem of generating pixel art character sprites facing one side (e.g., right), given their images facing another one (e.g., front), as an image-to-image translation task and investigate the use of the Pix2Pix architecture to …
View article: Generating Pixel Art Character Sprites using GANs
Generating Pixel Art Character Sprites using GANs Open
Iterating on creating pixel art character sprite sheets is essential to the game development process. However, it can take a lot of effort until the final versions containing different poses and animation clips are achieved. This paper inv…
View article: Chemistry-Inspired Pattern Formation With Robotic Swarms
Chemistry-Inspired Pattern Formation With Robotic Swarms Open
Self-organized emergent patterns can be widely seen in particle interactions producing complex structures such as chemical elements and molecules. Inspired by these interactions, this work presents a novel stochastic approach that allows a…
View article: Prediction-free, real-time flexible control of tidal lagoons through Proximal Policy Optimisation: A case study for the Swansea Lagoon
Prediction-free, real-time flexible control of tidal lagoons through Proximal Policy Optimisation: A case study for the Swansea Lagoon Open
View article: Drafting in Collectible Card Games via Reinforcement Learning
Drafting in Collectible Card Games via Reinforcement Learning Open
Collectible card games (CCGs), such as Magic: the Gathering and Hearthstone, are played by tens of millions of players worldwide and are challenging for humans and artificial intelligence (AI) agents alike. To win, players must be proficie…
View article: Birds in Boots: Learning to Play Angry Birds with Policy-Guided Search
Birds in Boots: Learning to Play Angry Birds with Policy-Guided Search Open
In this paper we present Birds in Boots (BiB), a system that uses a sampling-based search algorithm to learn a neural policy for solving Angry Birds levels. Our learning procedure is based on the Bootstrap algorithm, which was previously u…
View article: Cooperative Object Transportation using Gibbs Random Fields
Cooperative Object Transportation using Gibbs Random Fields Open
This paper presents a novel methodology that allows a swarm of robots to perform a cooperative transportation task. Our approach consists of modeling the swarm as a {\em Gibbs Random Field} (GRF), taking advantage of this framework's local…
View article: On the impact of MDP design for Reinforcement Learning agents in Resource Management
On the impact of MDP design for Reinforcement Learning agents in Resource Management Open
The recent progress in Reinforcement Learning applications to Resource Management presents MDPs without a deeper analysis of the impacts of design decisions on agent performance. In this paper, we compare and contrast four different MDP va…
View article: A Recommender System for Hero Line-Ups in MOBA Games
A Recommender System for Hero Line-Ups in MOBA Games Open
MOBA games are currently one the most popular online game genres. In their basic gameplay, two teams of multiple players compete against each other to destroy the enemy's base, controlling a powerful unit known as "hero". Each hero has dif…
View article: Prediction-Free, Real-Time Flexible Control of Tidal Lagoons through\n Proximal Policy Optimisation: A Case Study for the Swansea Lagoon
Prediction-Free, Real-Time Flexible Control of Tidal Lagoons through\n Proximal Policy Optimisation: A Case Study for the Swansea Lagoon Open
Tidal Range Structures (TRS) have been considered for large-scale electricity\ngeneration for their potential ability to produce reasonably predictable energy\nwithout the emission of greenhouse gases. Once the main forcing components for\…
View article: Flocking-Segregative Swarming Behaviors using Gibbs Random Fields
Flocking-Segregative Swarming Behaviors using Gibbs Random Fields Open
This paper presents a novel approach that allows a swarm of heterogeneous robots to produce simultaneously segregative and flocking behaviors using only local sensing. These behaviors have been widely studied in swarm robotics and their co…
View article: On the Impact of MDP Design for Reinforcement Learning Agents in Resource Management
On the Impact of MDP Design for Reinforcement Learning Agents in Resource Management Open
View article: Modelando um esconde-esconde no Minecraft utilizando Hidden Markov Model
Modelando um esconde-esconde no Minecraft utilizando Hidden Markov Model Open
A criação de agentes inteligentes é uma área da inteligência artificial que busca construir entidades capazes de desempenhar ações semelhantes aos seres humanos. Dessa forma, é possível modelar cenários e avaliar a tomada de decisão de ent…
View article: LARS/SBR 2018 Program Committee
LARS/SBR 2018 Program Committee Open
View article: Algorithms or Actions? A Study in Large-Scale Reinforcement Learning
Algorithms or Actions? A Study in Large-Scale Reinforcement Learning Open
Large state and action spaces are very challenging to reinforcement learning. However, in many domains there is a set of algorithms available, which estimate the best action given a state. Hence, agents can either directly learn a performa…
View article: Combining genetic algorithm and swarm intelligence for task allocation in a real time strategy game
Combining genetic algorithm and swarm intelligence for task allocation in a real time strategy game Open
Real time strategy games are complex scenarios where multiple agents must be coordinated in a dynamic, partially observable environment. In this work, we model coordination as a task allocation problem, in which specific tasks must be prop…
View article: A Tutor Agent for MOBA Games
A Tutor Agent for MOBA Games Open
Digital games have become a key player in the entertainment industry, attracting millions of new players each year. In spite of that, novice players may have a hard time when playing certain types of games, such as MOBAs and MMORPGs, due t…
View article: A Tutor Agent for MOBA Games.
A Tutor Agent for MOBA Games. Open
Digital games have become a key player in the entertainment industry, attracting millions of new players each year. In spite of that, novice players may have a hard time when playing certain types of games, such as MOBAs and MMORPGs, due t…
View article: Dynamic Difficulty Adjustment on MOBA Games
Dynamic Difficulty Adjustment on MOBA Games Open
This paper addresses the dynamic difficulty adjustment on MOBA games as a way to improve the player's entertainment. Although MOBA is currently one of the most played genres around the world, it is known as a game that offer less autonomy,…
View article: On the Development of Intelligent Agents for MOBA Games
On the Development of Intelligent Agents for MOBA Games Open
Multiplayer Online Battle Arena (MOBA) is one of the most played game genres nowadays. With the increasing growth of this genre, it becomes necessary to develop effective intelligent agents to play alongside or against human players. In th…
View article: MOBA: a New Arena for Game AI
MOBA: a New Arena for Game AI Open
Games have always been popular testbeds for Artificial Intelligence (AI). In the last decade, we have seen the rise of the Multiple Online Battle Arena (MOBA) games, which are the most played games nowadays. In spite of this, there are few…
View article: MOBA: a New Arena for Game AI.
MOBA: a New Arena for Game AI. Open
Games have always been popular testbeds for Artificial Intelligence (AI). In the last decade, we have seen the rise of the Multiple Online Battle Arena (MOBA) games, which are the most played games nowadays. In spite of this, there are few…