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Artificial Intelligence research on general and human-like agents

I am an Assistant Professor at UCLouvain, affiliated with the ICTEAM institute and the INGI department. My research focuses on general and human-like agents, developed under the emerging research direction GAIHAGeneral AI Human-like Agents. Games are at the core of this work, serving as a unifying framework to study intelligence, decision-making, and learning across diverse and complex domains.

Selected News

GAIHA

General AI Human-like Agents

GAIHA is the emerging research identity of my work at UCLouvain. It focuses on the study and design of artificial intelligence systems that are both general across tasks and, when relevant, human-like in their behaviour and reasoning.

This research is largely developed through games, which provide a rich and controlled environment to analyse intelligence, decision-making, learning, and interaction in a wide range of settings, including imperfect-information scenarios.

Alongside this main direction, I continue to contribute to complementary projects and collaborations, including interdisciplinary work in cultural heritage, computational game studies, and applications such as prosthetics and assistive technologies.

Research profile

Research areas

  • General AI and human-like agents
  • Game AI and General Game Playing
  • Machine Learning, Reinforcement Learning, and Explainable AI
  • Imperfect-information games and decision-making
  • Constraint Programming and Knowledge Representation
  • Computational modelling and interdisciplinary AI applications

Current focus

Structuring an emerging research direction around GAIHA — General AI Human-like Agents.

Developing AI systems that are both general across tasks and informative with respect to human-like behaviour.

Using games as a central framework to study intelligence in controlled and diverse environments, including imperfect-information settings.

Academic profile

My research focuses on Game AI, General Game Playing, and the study of general and human-like agents. It also draws on machine learning, reinforcement learning, imperfect-information games, constraint programming, and knowledge representation, with games serving as a unifying framework for studying intelligence, learning, and decision-making.

I contributed to the ERC-funded Digital Ludeme Project, which led to the development of Ludii, a general game system for modelling, playing, and analysing games. I also proposed and currently chair the GameTable COST Action, an international network on computational techniques for tabletop games heritage.

My work combines core AI research with interdisciplinary applications to cultural heritage and human-centred AI. It includes the study of ancient and traditional games, the design of cognitively plausible agents, and successful competitive systems such as WoodStock, winner of the 2016 General Game Playing competition.

Highlighted projects

GameTable COST Action
Computational techniques for tabletop games heritage, connecting AI, humanities, archaeology, and cultural heritage.

Ludii
A general game system for modelling, analysing, playing, and designing games within a unified framework.

WoodStock
A general game player based on stochastic constraint satisfaction approaches.

Opportunities

I am always interested in supervising motivated students and collaborating on research projects related to GAIHA.

I regularly supervise internship and master’s projects, and I am open to discussions with PhD candidates interested in topics such as game AI, general AI, Reinforcement Learning, and human-like agents.

If you are interested in working on these topics, feel free to get in touch.

Selected outputs

A selection of representative publications across general game playing, machine learning, game generation, and AI for cultural heritage. For the full record, see the publications page.

“Artificial Intelligence is no substitute for natural stupidity.”

— Mrs Jeanie Walker-Campbell