Sciweavers

86 search results - page 9 / 18
» Modelling Uncertainty in the Game of Go
Sort
View
ACG
2009
Springer
14 years 2 months ago
A Lock-Free Multithreaded Monte-Carlo Tree Search Algorithm
With the recent success of Monte-Carlo tree search algorithms in Go and other games, and the increasing number of cores in standard CPUs, the efficient parallelization of the sear...
Markus Enzenberger, Martin Müller 0003
ANOR
2002
89views more  ANOR 2002»
13 years 7 months ago
Imperfect Inspection Games Over Time
We consider an inspection game played on a continuous finite time interval. The inspector wishes to detect a violation as soon as possible after it has been made by the operator. T...
Daniel Rothenstein, Shmuel Zamir
IUI
2003
ACM
14 years 22 days ago
Inferring user goals from personality and behavior in a causal model of user affect
We present a probabilistic model, based on Dynamic Decision Networks, to assess user affect from possible causes of emotional arousal. The model relies on the OCC cognitive theory...
Xiaoming Zhou, Cristina Conati
ATAL
2004
Springer
14 years 27 days ago
Approximate Solutions for Partially Observable Stochastic Games with Common Payoffs
Partially observable decentralized decision making in robot teams is fundamentally different from decision making in fully observable problems. Team members cannot simply apply si...
Rosemary Emery-Montemerlo, Geoffrey J. Gordon, Jef...
IJCAI
2001
13 years 8 months ago
R-MAX - A General Polynomial Time Algorithm for Near-Optimal Reinforcement Learning
R-max is a very simple model-based reinforcement learning algorithm which can attain near-optimal average reward in polynomial time. In R-max, the agent always maintains a complet...
Ronen I. Brafman, Moshe Tennenholtz