Sciweavers

AIPS
2008
13 years 10 months ago
From One to Many: Planning for Loosely Coupled Multi-Agent Systems
Loosely coupled multi-agent systems are perceived as easier to plan for because they require less coordination between agent sub-plans. In this paper we set out to formalize this ...
Ronen I. Brafman, Carmel Domshlak
AIPS
2008
13 years 10 months ago
Additive-Disjunctive Heuristics for Optimal Planning
The development of informative, admissible heuristics for cost-optimal planning remains a significant challenge in domain-independent planning research. Two techniques are commonl...
Andrew Coles, Maria Fox, Derek Long, Amanda Smith
AIPS
2008
13 years 10 months ago
Stochastic Enforced Hill-Climbing
Enforced hill-climbing is an effective deterministic hillclimbing technique that deals with local optima using breadth-first search (a process called "basin flooding"). ...
Jia-Hong Wu, Rajesh Kalyanam, Robert Givan
AIPS
2008
13 years 10 months ago
Bounded-Parameter Partially Observable Markov Decision Processes
The POMDP is considered as a powerful model for planning under uncertainty. However, it is usually impractical to employ a POMDP with exact parameters to model precisely the real-...
Yaodong Ni, Zhi-Qiang Liu
AIPS
2008
13 years 10 months ago
Generative Planning for Hybrid Systems Based on Flow Tubes
When controlling an autonomous system, it is inefficient or sometimes impossible for the human operator to specify detailed commands. Instead, the field of AI autonomy has develop...
Hui X. Li, Brian C. Williams
AIIDE
2008
13 years 10 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...
AIIDE
2008
13 years 10 months ago
Automatically Generating Summary Visualizations from Game Logs
In this paper we describe a system called ViGLS (Visualization of Game Log Summaries) that generates summaries of gameplay sessions from game logs. ViGLS automatically produces vi...
Yun-Gyung Cheong, Arnav Jhala, Byung-Chull Bae, R....
AIIDE
2008
13 years 10 months ago
Combining Model-Based Meta-Reasoning and Reinforcement Learning for Adapting Game-Playing Agents
Human experience with interactive games will be enhanced if the software agents that play the game learn from their failures. Techniques such as reinforcement learning provide one...
Patrick Ulam, Joshua Jones, Ashok K. Goel
AIIDE
2008
13 years 10 months ago
Adaptive Spatial Reasoning for Turn-based Strategy Games
The quality of AI opponents often leaves a lot to be desired, which poses many attractive challenges for AI researchers. In this respect, Turn-based Strategy (TBS) games are of pa...
Maurice H. J. Bergsma, Pieter Spronck