Light maps have long been a popular technique for visually rich real-time rendering in games. They typically contain smooth color gradients which current low bit rate texture comp...
Remote visualization of an arbitrary 2-D planar "cut" from a large volumetric dataset with random access has both gained importance and posed significant challenges over...
We demonstrate a generic method for visualization of high-resolution unorganized and noisy 3D data points with a surface of significantly lower resolution. To this effect, we feed...
Monte-Carlo Tree Search is now a well established algorithm, in games and beyond. We analyze its scalability, and in particular its limitations, and the implications in terms of pa...
Simulation balancing is a new technique to tune parameters of a playout policy for a Monte-Carlo game-playing program. So far, this algorithm had only been tested in a very artific...
We used in the past a lot of computational power and human expertise for having a very big dataset of good 9x9 Go games, in order to build an opening book. We improved a lot the al...
Abstract. The Monte-Carlo Tree Search algorithm has been successfully applied in various domains. However, its performance heavily depends on the Monte-Carlo part. In this paper, w...
Monte-Carlo Tree Search (MCTS) is a successful algorithm used in many state of the art game engines. We propose to improve a MCTS solver when a game has more than two outcomes. It ...
Monte Carlo Tree Search has given computer go a significant boost in strength the past few years, but progress seems to have slowed, and once again we have to ask ourselves how can...