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» On Pruning Techniques for Multi-Player Games
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ICMCS
2006
IEEE
152views Multimedia» more  ICMCS 2006»
14 years 1 months ago
GPCD: Grid-based Predictive Collision Detection for Large-scale Environments in Computer Games
Given a time horizon parameter h and an object set O, predictive collision detection finds all the object pairs < oi, oj, ti > which will collide in the future time interva...
Zhiwen Yu, Hau-San Wong
CDC
2009
IEEE
166views Control Systems» more  CDC 2009»
14 years 17 days ago
Idempotent method for dynamic games and complexity reduction in min-max expansions
— In recent years, idempotent methods (specifically, max-plus methods) have been developed for solution of nonlinear control problems. It was thought that idempotent linearity o...
William M. McEneaney
AAAI
2000
13 years 9 months ago
A Distributed Algorithm to Evaluate Quantified Boolean Formulae
In this paper, we present PQSOLVE, a distributed theorem-prover for Quantified Boolean Formulae. First, we introduce our sequential algorithm QSOLVE, which uses new heuristics and...
Rainer Feldmann, Burkhard Monien, Stefan Schamberg...
ACG
2009
Springer
14 years 2 months ago
Plans, Patterns, and Move Categories Guiding a Highly Selective Search
In this paper we present our ideas for an Arimaa-playing program (also called a bot) that uses plans and pattern matching to guide a highly selective search. We restrict move gener...
Gerhard Trippen
COCO
1991
Springer
112views Algorithms» more  COCO 1991»
13 years 11 months ago
Randomized vs.Deterministic Decision Tree Complexity for Read-Once Boolean Functions
We consider the deterministic and the randomized decision tree complexities for Boolean functions, denoted DC(f) and RC(f), respectively. A major open problem is how small RC(f) ca...
Rafi Heiman, Avi Wigderson