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AIIDE
2008
13 years 9 months ago
Monte-Carlo Tree Search: A New Framework for Game AI
Classic approaches to game AI require either a high quality of domain knowledge, or a long time to generate effective AI behaviour. These two characteristics hamper the goal of es...
Guillaume Chaslot, Sander Bakkes, Istvan Szita, Pi...
NIPS
2008
13 years 8 months ago
Bayesian Model of Behaviour in Economic Games
Classical game theoretic approaches that make strong rationality assumptions have difficulty modeling human behaviour in economic games. We investigate the role of finite levels o...
Debajyoti Ray, Brooks King-Casas, P. Read Montague...
AIIDE
2009
13 years 7 months ago
Demonstrating Automatic Content Generation in the Galactic Arms Race Video Game
In most modern video games, content (e.g. models, levels, weapons, etc.) shipped with the game is static and unchanging, or at best, randomized within a narrow set of parameters. ...
Erin J. Hastings, Ratan K. Guha, Kenneth O. Stanle...
CORR
2010
Springer
60views Education» more  CORR 2010»
13 years 6 months ago
Hitting time results for Maker-Breaker games
We study Maker-Breaker games played on the edge set of a random graph. Specifically, we consider the random graph process and analyze the first time in a typical random graph proc...
Sonny Ben-Shimon, Asaf Ferber, Dan Hefetz, Michael...
FSEN
2009
Springer
14 years 1 months ago
The Complexity of Reachability in Randomized Sabotage Games
Abstract. We analyze a model of fault-tolerant systems in a probabilistic setting. The model has been introduced under the name of “sabotage games”. A reachability problem over...
Dominik Klein, Frank G. Radmacher, Wolfgang Thomas