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Spyridon Samothrakis

University of Essex

ORCID: 0000-0003-1902-9690

Publishes on Artificial Intelligence in Games, Reinforcement Learning in Robotics, Digital Games and Media. 66 papers and 8.4k citations.

66Publications
8.4kTotal Citations

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Top publicationsby citations

Artificial Intelligence (AI): Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy
Yogesh K. Dwivedi, Laurie Hughes, Elvira Ismagilova et al.|International Journal of Information Management|2019
Cited by 4kOpen Access

As far back as the industrial revolution, significant development in technical innovation has succeeded in transforming numerous manual tasks and processes that had been in existence for decades where humans had reached the limits of physical capacity. Artificial Intelligence (AI) offers this same transformative potential for the augmentation and potential replacement of human tasks and activities within a wide range of industrial, intellectual and social applications. The pace of change for this new AI technological age is staggering, with new breakthroughs in algorithmic machine learning and autonomous decision-making, engendering new opportunities for continued innovation. The impact of AI could be significant, with industries ranging from: finance, healthcare, manufacturing, retail, supply chain, logistics and utilities, all potentially disrupted by the onset of AI technologies. The study brings together the collective insight from a number of leading expert contributors to highlight the significant opportunities, realistic assessment of impact, challenges and potential research agenda posed by the rapid emergence of AI within a number of domains: business and management, government, public sector, and science and technology. This research offers significant and timely insight to AI technology and its impact on the future of industry and society in general, whilst recognising the societal and industrial influence on pace and direction of AI development.

A Survey of Monte Carlo Tree Search Methods
Cameron Browne, Edward J. Powley, Daniel Whitehouse et al.|IEEE Transactions on Computational Intelligence and AI in Games|2012
Cited by 2.9k

Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work.

Active inference and agency: optimal control without cost functions
Karl Friston, Spyridon Samothrakis, Read Montague|Biological Cybernetics|2012
Cited by 248Open Access

This paper describes a variational free-energy formulation of (partially observable) Markov decision problems in decision making under uncertainty. We show that optimal control can be cast as active inference. In active inference, both action and posterior beliefs about hidden states minimise a free energy bound on the negative log-likelihood of observed states, under a generative model. In this setting, reward or cost functions are absorbed into prior beliefs about state transitions and terminal states. Effectively, this converts optimal control into a pure inference problem, enabling the application of standard Bayesian filtering techniques. We then consider optimal trajectories that rest on posterior beliefs about hidden states in the future. Crucially, this entails modelling control as a hidden state that endows the generative model with a representation of agency. This leads to a distinction between models with and without inference on hidden control states; namely, agency-free and agency-based models, respectively.

The 2014 General Video Game Playing Competition
Diego Pérez-Liébana, Spyridon Samothrakis, Julian Togelius et al.|IEEE Transactions on Computational Intelligence and AI in Games|2015
Cited by 192

This paper presents the framework, rules, games, controllers, and results of the first General Video Game Playing Competition, held at the IEEE Conference on Computational Intelligence and Games in 2014. The competition proposes the challenge of creating controllers for general video game play, where a single agent must be able to play many different games, some of them unknown to the participants at the time of submitting their entries. This test can be seen as an approximation of general artificial intelligence, as the amount of game-dependent heuristics needs to be severely limited. The games employed are stochastic real-time scenarios (where the time budget to provide the next action is measured in milliseconds) with different winning conditions, scoring mechanisms, sprite types, and available actions for the player. It is a responsibility of the agents to discover the mechanics of each game, the requirements to obtain a high score and the requisites to finally achieve victory. This paper describes all controllers submitted to the competition, with an in-depth description of four of them by their authors, including the winner and the runner-up entries of the contest. The paper also analyzes the performance of the different approaches submitted, and finally proposes future tracks for the competition.

General Video Game AI: Competition, Challenges and Opportunities
Diego Pérez-Liébana, Spyridon Samothrakis, Julian Togelius et al.|Proceedings of the AAAI Conference on Artificial Intelligence|2016
Cited by 179Open Access

The General Video Game AI framework and competition pose the problem of creating artificial intelligence that can play a wide, and in principle unlimited, range of games. Concretely, it tackles the problem of devising an algorithm that is able to play any game it is given, even if the game is not known a priori. This area of study can be seen as an approximation of General Artificial Intelligence, with very little room for game-dependent heuristics. This short paper summarizes the motivation, infrastructure, results and future plans of General Video Game AI, stressing the findings and first conclusions drawn after two editions of our competition, and outlining our future plans.