The state space of most adversary games is a directed graph. However, due to the success of simple recursive algorithms based on Alpha-Beta, theoreticians and practitioners have c...
Aske Plaat, Jonathan Schaeffer, Wim Pijls, Arie de...
In this paper a framework is developed for measuring the complexities of deductions in an ab stract and computationally perspicuous man ner. As a notion of central importance ...
abstraction heuristics, notably pattern-database and merge-and-shrink heuristics, are employed by some state-ofthe-art optimal heuristic-search planners. The major limitation of t...
We investigate the problem of learning action effects in partially observable STRIPS planning domains. Our approach is based on a voted kernel perceptron learning model, where act...
We study the problem of maintaining a sketch of recent elements of a data stream. Motivated by applications involving network data, we consider streams that are asynchronous, in wh...