Sciweavers

28 search results - page 4 / 6
» Using heuristics to evaluate the playability of games
Sort
View
ESANN
2008
13 years 7 months ago
Learning to play Tetris applying reinforcement learning methods
In this paper the application of reinforcement learning to Tetris is investigated, particulary the idea of temporal difference learning is applied to estimate the state value funct...
Alexander Groß, Jan Friedland, Friedhelm Sch...
CIG
2006
IEEE
14 years 10 days ago
Temporal Difference Learning Versus Co-Evolution for Acquiring Othello Position Evaluation
Abstract— This paper compares the use of temporal difference learning (TDL) versus co-evolutionary learning (CEL) for acquiring position evaluation functions for the game of Othe...
Simon M. Lucas, Thomas Philip Runarsson
ATVA
2006
Springer
114views Hardware» more  ATVA 2006»
13 years 10 months ago
Selective Approaches for Solving Weak Games
Abstract. Model-checking alternating-time properties has recently attracted much interest in the verification of distributed protocols. While checking the validity of a specificati...
Malte Helmert, Robert Mattmüller, Sven Schewe
AAAI
2010
13 years 7 months ago
Learning Simulation Control in General Game-Playing Agents
The aim of General Game Playing (GGP) is to create intelligent agents that can automatically learn how to play many different games at an expert level without any human interventi...
Hilmar Finnsson, Yngvi Björnsson
AI
2002
Springer
13 years 6 months ago
Parallel Randomized Best-First Minimax Search
We describe a novel parallel randomized search algorithm for two-player games. The algorithm is a randomized version of Korf and Chickering's best-first search. Randomization...
Yaron Shoham, Sivan Toledo