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AAAI
2007
13 years 11 months ago
Thresholded Rewards: Acting Optimally in Timed, Zero-Sum Games
In timed, zero-sum games, the goal is to maximize the probability of winning, which is not necessarily the same as maximizing our expected reward. We consider cumulative intermedi...
Colin McMillen, Manuela M. Veloso
FORMATS
2008
Springer
13 years 10 months ago
Average-Price and Reachability-Price Games on Hybrid Automata with Strong Resets
Abstract. We introduce and study hybrid automata with strong resets. They generalize o-minimal hybrid automata, a class of hybrid automata which allows modeling of complex continuo...
Patricia Bouyer, Thomas Brihaye, Marcin Jurdzinski...
AAAI
2000
13 years 10 months ago
On Pruning Techniques for Multi-Player Games
Maxn (Luckhardt and Irani, 1986) is the extension of the minimax backup rule to multi-player games. We have shown that only a limited version of alpha-beta pruning, shallow prunin...
Nathan R. Sturtevant, Richard E. Korf
AI
2006
Springer
13 years 9 months ago
On the computational complexity of coalitional resource games
We study Coalitional Resource Games (CRGs), a variation of Qualitative Coalitional Games (QCGs) in which each agent is endowed with a set of resources, and the ability of a coalit...
Michael Wooldridge, Paul E. Dunne
CG
2006
Springer
14 years 19 days ago
A Retrograde Approximation Algorithm for One-Player Can't Stop
Abstract. A one-player, finite, probabilistic game with perfect information can be presented as a bipartite graph. For one-player Can't Stop, the graph is cyclic and the chall...
James Glenn, Haw-ren Fang, Clyde P. Kruskal