James Goodman

h-index43
3papers
7,437citations

3 Papers

14.9SIJun 12
Climate Policy Elites' Twitter Interactions across Nine Countries

Ted Hsuan Yun Chen, Arttu Malkamäki, Ali Faqeeh et al.

Social media is an important space for interactions between climate policy actors, with a burgeoning literature recognizing them as critical platforms of political contestation. We identified Twitter accounts associated with 904 climate change policy actors across nine countries, and collected their activities from 2017--2022, totalling 40 million activities from 16,086 accounts at different organizational levels. We studied these actors and their interactions as a polycentric governance system, emphasizing how boundary blurring between the public and private on social media platforms uniquely shapes the online policy process. Initial results show there is considerable temporal and cross-national variation in how prominent climate-related activities were, but all national policy systems generally responded to climate-related events, such as climate protests, in a similar manner. Examining patterns of interaction within and across countries, we find that these national policy systems rarely directly interact with one another, but are connected through consistently engaging with the same content produced by accounts of international organizations, climate activists, and researchers.

7.1AISep 18, 2020
AI and Wargaming

James Goodman, Sebastian Risi, Simon Lucas

Recent progress in Game AI has demonstrated that given enough data from human gameplay, or experience gained via simulations, machines can rival or surpass the most skilled human players in classic games such as Go, or commercial computer games such as Starcraft. We review the current state-of-the-art through the lens of wargaming, and ask firstly what features of wargames distinguish them from the usual AI testbeds, and secondly which recent AI advances are best suited to address these wargame-specific features.

4.1AIJun 15, 2020
Does it matter how well I know what you're thinking? Opponent Modelling in an RTS game

James Goodman, Simon Lucas

Opponent Modelling tries to predict the future actions of opponents, and is required to perform well in multi-player games. There is a deep literature on learning an opponent model, but much less on how accurate such models must be to be useful. We investigate the sensitivity of Monte Carlo Tree Search (MCTS) and a Rolling Horizon Evolutionary Algorithm (RHEA) to the accuracy of their modelling of the opponent in a simple Real-Time Strategy game. We find that in this domain RHEA is much more sensitive to the accuracy of an opponent model than MCTS. MCTS generally does better even with an inaccurate model, while this will degrade RHEA's performance. We show that faced with an unknown opponent and a low computational budget it is better not to use any explicit model with RHEA, and to model the opponent's actions within the tree as part of the MCTS algorithm.