Sciweavers

AIPS
2007
13 years 10 months ago
Managing Personal Tasks with Time Constraints and Preferences
This paper treats the problem of managing personal tasks, through an adaptation of the Squeaky Wheel Optimization (SWO) framework, enhanced with powerful heuristics and full const...
Ioannis Refanidis
AIIDE
2008
13 years 10 months ago
Dynamic Expansion of Behaviour Trees
Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cum...
Gonzalo Flórez Puga, Marco Antonio Gó...
AIPS
2007
13 years 10 months ago
An Innovative Product for Space Mission Planning: An A Posteriori Evaluation
This paper describes MEXAR2, a software tool that is currently used to synthesize the operational commands for data downlink from the on-board memory of an interplanetary space mi...
Amedeo Cesta, Gabriella Cortellessa, Simone Fratin...
AIIDE
2008
13 years 10 months ago
Recombinable Game Mechanics for Automated Design Support
Systems that provide automated game-design support-whether fully automated game generators, or tools to assist human designers--must be able to maintain a representation of a game...
Mark J. Nelson, Michael Mateas
AIPS
2007
13 years 10 months ago
Dynamic Control in Path-Planning with Real-Time Heuristic Search
Vadim Bulitko, Yngvi Björnsson, Mitja Lustrek...
AIIDE
2008
13 years 10 months ago
Learning and Playing in Wubble World
Children do not learn the meanings of words from parsing and understanding gigabytes of text; instead meanings are learned from competent speakers who relate language to what'...
Wesley Kerr, Paul R. Cohen, Yu-Han Chang
AIPS
2007
13 years 10 months ago
Transformational Planning for Everyday Activity
We propose an approach to transformational planning and learning of everyday activity. This approach is targeted at autonomous robots that are to perform complex activities such a...
Armin Müller, Alexandra Kirsch, Michael Beetz
AIIDE
2008
13 years 10 months ago
Explicit Knowledge Programming for Computer Games
The main aim of this paper is to raise awareness of higherorder knowledge (knowledge about someone else's knowledge) as an issue for computer game AI. We argue that a number ...
Andreas Witzel, Jonathan A. Zvesper, Ethan Kennerl...
AIPS
2007
13 years 10 months ago
itSIMPLE 2.0: An Integrated Tool for Designing Planning Domains
A great effort has been made today in the area of Artificial Intelligence for defining reliable automated planning systems that can be applied in real life applications. That le...
Tiago Stegun Vaquero, Victor Romero, Flavio Tonida...