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» On Pruning Techniques for Multi-Player Games
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ICMCS
2006
IEEE
152views Multimedia» more  ICMCS 2006»
14 years 1 days ago
GPCD: Grid-based Predictive Collision Detection for Large-scale Environments in Computer Games
Given a time horizon parameter h and an object set O, predictive collision detection finds all the object pairs < oi, oj, ti > which will collide in the future time interva...
Zhiwen Yu, Hau-San Wong
CDC
2009
IEEE
166views Control Systems» more  CDC 2009»
13 years 10 months ago
Idempotent method for dynamic games and complexity reduction in min-max expansions
— In recent years, idempotent methods (specifically, max-plus methods) have been developed for solution of nonlinear control problems. It was thought that idempotent linearity o...
William M. McEneaney
AAAI
2000
13 years 7 months ago
A Distributed Algorithm to Evaluate Quantified Boolean Formulae
In this paper, we present PQSOLVE, a distributed theorem-prover for Quantified Boolean Formulae. First, we introduce our sequential algorithm QSOLVE, which uses new heuristics and...
Rainer Feldmann, Burkhard Monien, Stefan Schamberg...
ACG
2009
Springer
14 years 19 days ago
Plans, Patterns, and Move Categories Guiding a Highly Selective Search
In this paper we present our ideas for an Arimaa-playing program (also called a bot) that uses plans and pattern matching to guide a highly selective search. We restrict move gener...
Gerhard Trippen
COCO
1991
Springer
112views Algorithms» more  COCO 1991»
13 years 9 months ago
Randomized vs.Deterministic Decision Tree Complexity for Read-Once Boolean Functions
We consider the deterministic and the randomized decision tree complexities for Boolean functions, denoted DC(f) and RC(f), respectively. A major open problem is how small RC(f) ca...
Rafi Heiman, Avi Wigderson