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COLT
2004
Springer
14 years 1 months ago
Reinforcement Learning for Average Reward Zero-Sum Games
Abstract. We consider Reinforcement Learning for average reward zerosum stochastic games. We present and analyze two algorithms. The first is based on relative Q-learning and the ...
Shie Mannor
SIAMDM
2010
95views more  SIAMDM 2010»
13 years 2 months ago
Voting Paths
We consider a matching market, in which the aim is to maintain a popular matching between a set of applicants and a set of posts, where each applicant has a preference list rankin...
David J. Abraham, Telikepalli Kavitha
TACAS
2007
Springer
116views Algorithms» more  TACAS 2007»
14 years 1 months ago
Model Checking on Trees with Path Equivalences
For specifying and verifying branching-time requirements, a reactive system is traditionally modeled as a labeled tree, where a path in the tree encodes a possible execution of the...
Rajeev Alur, Pavol Cerný, Swarat Chaudhuri
AIIDE
2007
13 years 10 months ago
SORTS: A Human-Level Approach to Real-Time Strategy AI
We developed knowledge-rich agents to play real-time strategy games by interfacing the ORTS game engine to the Soar cognitive architecture. The middleware we developed supports gr...
Samuel Wintermute, Joseph Xu, John E. Laird
MIG
2010
Springer
13 years 6 months ago
Path Planning for Groups Using Column Generation
In computer games, one or more groups of units need to move from one location to another as quickly as possible. If there is only one group, then it can be solved efficiently as a ...
Marjan van den Akker, Roland Geraerts, Han Hoogeve...