This paper addresses an ongoing experience in the design of an artificial agent taking decisions in a role playing game populated by human agents and by artificial agents. At fi...
— In this work we consider the problem of pursuit evasion games (PEGs) where a group of pursuers is required to detect, chase and capture a group of evaders with the aid of a sen...
While several researchers have applied case-based reasoning techniques to games, only Ponsen and Spronck (2004) have addressed the challenging problem of learning to win real-time ...
David W. Aha, Matthew Molineaux, Marc J. V. Ponsen
We are developing a distributed architecture for massivelymultiplayer games. In this paper, we focus on designing a low-latency event ordering protocol, called NEO, for this archi...
Chris GauthierDickey, Daniel Zappala, Virginia Mar...
This paper proposes a new method for searching two-valued (binary) game trees in games like chess or Go. Lambda-search uses null-moves together with different orders of threat-sequ...