We tackle the problem of non robustness of simulation and bisimulation when dealing with probabilistic processes. It is important to ignore tiny deviations in probabilities becaus...
It is known that bounds on the minimax values of nodes in a game tree can be used to reduce the computational complexity of minimax search for two-player games. We describe a very...
We consider the one-person game of peg solitaire on a triangular board of arbitrary size. The basic game begins from a full board with one peg missing and finishes with one peg a...
We present a cubic-time algorithm for the following problem: Given a simple graph, decide whether it is realized by adjacencies of countries in a map without holes, in which at mo...
Zhi-Zhong Chen, Michelangelo Grigni, Christos H. P...
Systems that provide automated game-design support-whether fully automated game generators, or tools to assist human designers--must be able to maintain a representation of a game...