The learning in a niche based learning classifier system depends both on the complexity of the problem space and on the number of available actions. In this paper, we introduce a ...
Many of our daily activities are supported by behavioural goals that guide the selection of actions, which allow us to reach these goals effectively. Goals are considered to be im...
Raymond H. Cuijpers, Hein T. van Schie, Mathieu Ko...
Abstract- We present a method that enhances evolutionary behavior testing of commercial computer games, as introduced in [CD+04], to deal with parameterized actions. The basic idea...
Action-graph games (AGGs) are a fully expressive game representation which can compactly express both strict and context-specific independence between players' utility functi...
We propose a framework for simple causal theories of action, and study the computational complexity in it of various reasoning tasks such as determinism, progression and regressio...