We consider repeated games in which the player, instead of observing the action chosen by the opponent in each game round, receives a feedback generated by the combined choice of ...
We are developing a distributed architecture for massivelymultiplayer games. In this paper, we focus on designing a low-latency event ordering protocol, called NEO, for this archi...
Chris GauthierDickey, Daniel Zappala, Virginia Mar...
We have previously investigated the use of artificial neural networks to ride simulated motorbikes in a new computer game. These artificial neural networks were trained using two d...
A computer program that uses AI planning techniques is now the world’s best program for the game of contract bridge. As reported in The New York Times and The Washington Post, t...
Stephen J. J. Smith, Dana S. Nau, Thomas A. Throop