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81
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CIG
2005
IEEE
15 years 3 months ago
Building Reactive Characters for Dynamic Gaming Environments
Interactive computer games are widely seen as a killer application domain for Artificial Intelligence (AI) [8]. Quite apart from the significant size of the games market in terms...
Peter Blackburn, Barry O'Sullivan
70
Voted
ICDCS
2010
IEEE
15 years 2 months ago
Existence Theorems and Approximation Algorithms for Generalized Network Security Games
—Aspnes et al [2] introduced an innovative game for modeling the containment of the spread of viruses and worms (security breaches) in a network. In this model, nodes choose to i...
V. S. Anil Kumar, Rajmohan Rajaraman, Zhifeng Sun,...
ATAL
2009
Springer
15 years 4 months ago
Generalization risk minimization in empirical game models
Experimental analysis of agent strategies in multiagent systems presents a tradeoff between granularity and statistical confidence. Collecting a large amount of data about each s...
Patrick R. Jordan, Michael P. Wellman
93
Voted
IJCAI
2001
14 years 11 months ago
R-MAX - A General Polynomial Time Algorithm for Near-Optimal Reinforcement Learning
R-max is a very simple model-based reinforcement learning algorithm which can attain near-optimal average reward in polynomial time. In R-max, the agent always maintains a complet...
Ronen I. Brafman, Moshe Tennenholtz
83
Voted
ATAL
2006
Springer
15 years 1 months ago
On using multi-agent systems in playing board games
Computer programs able to play different kinds of games (aka bots) is a growing area of interest for the computer game industry as the demand for better skilled computerized oppon...
Stefan J. Johansson