AI techniques are already widely used in game software to provide computer-controlled opponents for human players. However, game design is a more-challenging problem than game pla...
We consider real-time games where the goal consists, for each player, in maximizing the average amount of reward he or she receives per time unit. We consider zero-sum rewards, so ...
We consider some well-known families of two-player zero-sum perfect-information stochastic games played on finite directed graphs. Generalizing and unifying results of Liggett and...
Adaptation to other initially unknown agents often requires computing an effective counter-strategy. In the Bayesian paradigm, one must find a good counterstrategy to the inferre...
Michael Johanson, Martin Zinkevich, Michael H. Bow...
This paper follows on from our previous work focused on formulating an efficient generic measure of user’s satisfaction (‘interest’) when playing predator/prey games. Viewin...