Sciweavers

167
Voted
AIPS
2007
15 years 8 months ago
Bounding the Resource Availability of Activities with Linear Resource Impact
We introduce the Linear Resource Temporal Network (LRTN), which consists of activities that consume or produce a resource, subject to absolute and relative metric temporal constra...
Jeremy Frank, Paul H. Morris
161
Voted
AIIDE
2008
15 years 8 months ago
An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games
Behavior authoring for computer games involves writing behaviors in a programming language and then iteratively refining them by detecting issues with them. The main bottlenecks a...
Suhas Virmani, Yatin Kanetkar, Manish Mehta, Santi...
170
Voted
AIIDE
2008
15 years 8 months ago
Learning to be a Bot: Reinforcement Learning in Shooter Games
This paper demonstrates the applicability of reinforcement learning for first person shooter bot artificial intelligence. Reinforcement learning is a machine learning technique wh...
Michelle McPartland, Marcus Gallagher
AIIDE
2008
15 years 8 months ago
Effects of Communication on the Evolution of Squad Behaviours
As the non-playable characters (NPCs) of squad-based shooter computer games share a common goal, they should work together in teams and display cooperative behaviours that are tac...
Darren Doherty, Colm O'Riordan
AIPS
2007
15 years 8 months ago
Robust Local Search and Its Application to Generating Robust Schedules
In this paper, we propose an extended local search framework to solve combinatorial optimization problems with data uncertainty. Our approach represents a major departure from sce...
Hoong Chuin Lau, Thomas Ou, Fei Xiao