Abstract — We investigate reduction of the complexity of a multi-agent adversarial search in the domain of n-player games. We describe a method that decomposes the game into a set of smaller overlapping sub-games, solves each sub-game separately, and then combines the results into a global solu-tion. This way, the exponential dependence of the adversarial search complexity on the number of agents can be reduced to polynomial. Still, the proposed method performs well in the domains with sparse agents ’ interactions. The method can be used with a generic adversarial search algorithm. For the experimental evaluation, we implement it on top of an existing adversarial search algorithm designed for complex domains and we evaluate its performance ...
Multi-Agent Path Finding (MAPF) has been widely studied in the AI community. For example, Conflict-B...
A key challenge for planning systems in real-time multiagent domains is to search in large action sp...
This paper introduces an AI agent that can play a simplified Real-Time Strategy game by using a sing...
We present an anytime algorithm for coordinating multiple autonomous searchers to find a potentially...
We describe a heuristic search technique for multi-agent pursuit-evasion games in partially observab...
We present an anytime algorithm for coordinating multiple au-tonomous searchers to find a potentiall...
In adversarial multiagent domains, security, commonly de-fined as the ability to deal with intention...
Consider the problem of a group of agents trying to find a stable strategy profile for a joint inter...
In this article we investigate how three multi-player search policies, namely max(n), paranoid, and ...
Recent superhuman results in games have largely been achieved in a variety of zero-sum settings, suc...
Action abstractions restrict the number of legal actions available during search in multi-unit real-...
For many years, Chess was the standard game to test new Artificial Intelligence (AI) algorithms for ...
The problem of Multi-Agent Path Finding (MAPF) calls for finding a set of conflict-free paths for a ...
Traditional single-agent search algorithms usually make simplifying assumptions (single search agent...
Research in General Game Playing aims at building a system which can play arbi-trary games. Moreover...
Multi-Agent Path Finding (MAPF) has been widely studied in the AI community. For example, Conflict-B...
A key challenge for planning systems in real-time multiagent domains is to search in large action sp...
This paper introduces an AI agent that can play a simplified Real-Time Strategy game by using a sing...
We present an anytime algorithm for coordinating multiple autonomous searchers to find a potentially...
We describe a heuristic search technique for multi-agent pursuit-evasion games in partially observab...
We present an anytime algorithm for coordinating multiple au-tonomous searchers to find a potentiall...
In adversarial multiagent domains, security, commonly de-fined as the ability to deal with intention...
Consider the problem of a group of agents trying to find a stable strategy profile for a joint inter...
In this article we investigate how three multi-player search policies, namely max(n), paranoid, and ...
Recent superhuman results in games have largely been achieved in a variety of zero-sum settings, suc...
Action abstractions restrict the number of legal actions available during search in multi-unit real-...
For many years, Chess was the standard game to test new Artificial Intelligence (AI) algorithms for ...
The problem of Multi-Agent Path Finding (MAPF) calls for finding a set of conflict-free paths for a ...
Traditional single-agent search algorithms usually make simplifying assumptions (single search agent...
Research in General Game Playing aims at building a system which can play arbi-trary games. Moreover...
Multi-Agent Path Finding (MAPF) has been widely studied in the AI community. For example, Conflict-B...
A key challenge for planning systems in real-time multiagent domains is to search in large action sp...
This paper introduces an AI agent that can play a simplified Real-Time Strategy game by using a sing...