We present three new complexity results for classes of planning problems with simple causal graphs. First, we describe a polynomial time algorithm that uses macros to generate pla...
This paper introduces Online Alchemy's Otello technology as a way to enable reputational capabilities beyond any found in games or other online social contexts today. This te...
In context-aware route planning, agents have to plan their route on a common infrastructure in such a way that plans made by other agents are not invalidated, and no conflicts ar...
Relaxations based on (either complete or partial) ignoring delete effects of the actions provide the basis for some seminal classical planning heuristics. However, the palette of ...
It is difficult to discover effective behavior for NPCs automatically. For instance, evolutionary methods can learn sophisticated behaviors based on a single objective, but realis...
We present a domain independent off-line adaptation technique called Stochastic Plan Optimization for finding and improving plans in real-time strategy games. Our method is based ...
The Manpower Allocation Problem with Time Windows, Job-Teaming Constraints and a limited number of teams (mMAPTWTC) is a crew scheduling problem faced in several different context...
Interactive Storytelling techniques are attracting much interest for their potential to develop new game genres but also as another form of procedural content generation, specific...
David Pizzi, Marc Cavazza, Alex Whittaker, Jean-Lu...