Sciweavers

14 search results - page 2 / 3
» Automatic Heuristic Construction in a Complete General Game ...
Sort
View
IROS
2009
IEEE
151views Robotics» more  IROS 2009»
13 years 12 months ago
Lion and man game in the presence of a circular obstacle
— In the lion and man game, a lion tries to capture a man who is as fast as the lion. We study a new version of this game which takes place in a Euclidean environment with a circ...
Nikhil Karnad, Volkan Isler
AIIDE
2008
13 years 7 months ago
Automatic Generation of Game Level Solutions as Storyboards
Interactive Storytelling techniques are attracting much interest for their potential to develop new game genres but also as another form of procedural content generation, specific...
David Pizzi, Marc Cavazza, Alex Whittaker, Jean-Lu...
MFCS
2010
Springer
13 years 3 months ago
Asynchronous Omega-Regular Games with Partial Information
We address the strategy problem for ω-regular two-player games with partial information, played on finite game graphs. We consider two different kinds of observability on a gene...
Bernd Puchala
AI
2002
Springer
13 years 5 months ago
Improving heuristic mini-max search by supervised learning
This article surveys three techniques for enhancing heuristic game-tree search pioneered in the author's Othello program Logistello, which dominated the computer Othello scen...
Michael Buro
MST
2006
104views more  MST 2006»
13 years 5 months ago
Sequencing from Compomers: The Puzzle
The board game FragmindTM poses the following problem: The player has to reconstruct an (unknown) string s over the alphabet . To this end, the game reports the following informati...
Sebastian Böcker