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» Searching Game Trees in Parallel Using SSS
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PPSN
2000
Springer
15 years 1 months ago
Genetic Programming Bloat without Semantics
To investigate the fundamental causes of bloat, six artificial random binary tree search spaces are presented. Fitness is given by program syntax (the genetic programming genotype)...
William B. Langdon, Wolfgang Banzhaf
75
Voted
AI
2006
Springer
14 years 9 months ago
Is real-valued minimax pathological?
Deeper searches in game-playing programs relying on the minimax principle generally produce better results. Theoretical analyses, however, suggest that in many cases minimaxing am...
Mitja Lustrek, Matjaz Gams, Ivan Bratko
73
Voted
AAAI
1996
14 years 11 months ago
Total-Order Multi-Agent Task-Network Planning for Contract Bridge
This paper describes the results of applying a modified version of hierarchical task-network (HTN) planning to the problem of declarer play in contract bridge. We represent inform...
Stephen J. J. Smith, Dana S. Nau, Thomas A. Throop
ACMSE
2006
ACM
14 years 11 months ago
Tic-Tac-LEGO: an investigation into coordinated robotic control
The Lego Mindstorms Robot Command eXplorer (RCX) is a popular robotics kit that provides an immediate "out-of-the-box" opportunity to explore software controlled robot i...
Ruben Vuittonet, Jeff Gray
85
Voted
CCO
2001
Springer
161views Combinatorics» more  CCO 2001»
15 years 2 months ago
Branch, Cut, and Price: Sequential and Parallel
Branch, cut, and price (BCP) is an LP-based branch and bound technique for solving large-scale discrete optimization problems (DOPs). In BCP, both cuts and variables can be generat...
Laszlo Ladányi, Ted K. Ralphs, Leslie E. Tr...