Iterated Width is a simple search algorithm that assumes that states can be characterized in terms of a set of boolean features or atoms. In par-ticular, IW(1) consists of a standard breadth-first search with one variation: a newly generated state is pruned if it does not make a new atom true. Thus, while a breadth-first search runs in time exponen-tial in the number of atoms, IW(1) runs in linear time. Variations of the algorithm have been shown to yield state-of-the-art results in classical planning and more recently in the Atari video games. In this paper, we use the algorithm for selecting actions in the games of the general video-game AI com-petition (GVG-AI) which, unlike classical plan-ning problems and the Atari games, are stochas-t...
General Video Game Playing is a sub-field of Game Artificial Intelligence, where the goal is to find...
Until 2007, the best computer programs for playing the board game Go performed at the level of a wea...
In the present work we study non-uniform methods for searching game trees of two player games with p...
The Atari 2600 games supported in the Arcade Learn-ing Environment (Bellemare et al. 2013) all featu...
It has been shown recently that the performance of greedy best-first search (GBFS) for computing pla...
The Atari 2600 games supported in the Arcade Learning Environment [Bellemare et al., 2013] all featu...
Abstract. We have recently shown that classical planning problems can be characterized in terms of a...
Abstract. We have recently shown that classical planning problems can be characterized in terms of a...
One of the grand challenges of AI is to create general intelligence: an agent that can excel at many...
Recently, width-based planning methods have been shown to yield state-of-the-art results in the Atar...
Traditional search methods have always suffered from both spatial and temporal expansion, especiall...
One of the challenges of General Game Playing (GGP) is to effectively solve puzzles. Solving puzzles...
This chapter arises from the discussions of an experienced international group of researchers intere...
We present an evaluation of different AI search paradigms applied to a natural planning problem. The...
Search is a recognized technique for procedural content generation and game design, and it has been ...
General Video Game Playing is a sub-field of Game Artificial Intelligence, where the goal is to find...
Until 2007, the best computer programs for playing the board game Go performed at the level of a wea...
In the present work we study non-uniform methods for searching game trees of two player games with p...
The Atari 2600 games supported in the Arcade Learn-ing Environment (Bellemare et al. 2013) all featu...
It has been shown recently that the performance of greedy best-first search (GBFS) for computing pla...
The Atari 2600 games supported in the Arcade Learning Environment [Bellemare et al., 2013] all featu...
Abstract. We have recently shown that classical planning problems can be characterized in terms of a...
Abstract. We have recently shown that classical planning problems can be characterized in terms of a...
One of the grand challenges of AI is to create general intelligence: an agent that can excel at many...
Recently, width-based planning methods have been shown to yield state-of-the-art results in the Atar...
Traditional search methods have always suffered from both spatial and temporal expansion, especiall...
One of the challenges of General Game Playing (GGP) is to effectively solve puzzles. Solving puzzles...
This chapter arises from the discussions of an experienced international group of researchers intere...
We present an evaluation of different AI search paradigms applied to a natural planning problem. The...
Search is a recognized technique for procedural content generation and game design, and it has been ...
General Video Game Playing is a sub-field of Game Artificial Intelligence, where the goal is to find...
Until 2007, the best computer programs for playing the board game Go performed at the level of a wea...
In the present work we study non-uniform methods for searching game trees of two player games with p...