The state space of most adversary games is a directed graph. However, due to the success of simple recursive algorithms based on Alpha-Beta, theoreticians and practitioners have c...
Aske Plaat, Jonathan Schaeffer, Wim Pijls, Arie de...
There exist various narrative systems, focused on different parts of the complex process of story generation. Some of them are oriented to content planning, and some other to sent...
Temporally extended goals (TEGs) refer to properties that must hold over intermediate and/or final states of a plan. The problem of planning with TEGs is of renewed interest becau...
Since the state space of most games is a directed graph, many game-playing systems detect repeated positions with a transposition table. This approach can reduce search effort by ...
It is well known that there cannot be a single "best" heuristic for optimal planning in general. One way of overcoming this is by combining admissible heuristics (e.g. b...