Making decisions under uncertainty remains one of the central problems in AI research. Unfortunately, most uncertain real-world problems are so complex that any progress in them is extremely difficult. Games model some elements of the real world, and offer a more controlled environment for exploring methods for dealing with uncertainty. Chess and chess-like games have long been used as a strategically complex testbed for general AI research, and we extend that tradition by introducing an imperfect information variant of chess with some useful properties such as the ability to scale the amount of uncertainty in the game. We discuss the complexity of this game which we call invisible chess, and present results outlining the basic ...
Kriegspiel is a wargame based on the rules of Chess. In fact, the only difference between Kriegspie...
An information set in a game tree is a set of nodes from which the rules of the game require that th...
We derive a recursive formula for expected utility values in imperfect- information game trees, and ...
Imperfect information games have served as benchmarks and milestones in fields of artificial intelli...
The challenge of game-playing artificial intelligence for classic board and card games such as Chess...
To reduce the danger of powerful super-intelligent AIs, we might make the first such AIs oracles tha...
General Game Playing is a field of research where artificially intelligent systems (agents) are desi...
In this paper, we can thaw an incomplete information game with artificial intelligence. The incomple...
[[abstract]]Computer chess-playing is an area of artificial intelligence research. Most of the time,...
Strategies in game theory and multi-agent logics are mathematical objects of remarkable combinatoria...
In real-life strategic interactions, a player\u27s belief about the possible payoffs of a strategy p...
Multiplayer board games with imperfect information present a difficult challenge for many common gam...
Although game-tree search works well in perfect-information games, there are problems in trying to u...
Humans are social beings, and most of our decisions are influenced by considerations of how others w...
Strategy is a study on artificial intelligence, its main focus is on the development of game playing...
Kriegspiel is a wargame based on the rules of Chess. In fact, the only difference between Kriegspie...
An information set in a game tree is a set of nodes from which the rules of the game require that th...
We derive a recursive formula for expected utility values in imperfect- information game trees, and ...
Imperfect information games have served as benchmarks and milestones in fields of artificial intelli...
The challenge of game-playing artificial intelligence for classic board and card games such as Chess...
To reduce the danger of powerful super-intelligent AIs, we might make the first such AIs oracles tha...
General Game Playing is a field of research where artificially intelligent systems (agents) are desi...
In this paper, we can thaw an incomplete information game with artificial intelligence. The incomple...
[[abstract]]Computer chess-playing is an area of artificial intelligence research. Most of the time,...
Strategies in game theory and multi-agent logics are mathematical objects of remarkable combinatoria...
In real-life strategic interactions, a player\u27s belief about the possible payoffs of a strategy p...
Multiplayer board games with imperfect information present a difficult challenge for many common gam...
Although game-tree search works well in perfect-information games, there are problems in trying to u...
Humans are social beings, and most of our decisions are influenced by considerations of how others w...
Strategy is a study on artificial intelligence, its main focus is on the development of game playing...
Kriegspiel is a wargame based on the rules of Chess. In fact, the only difference between Kriegspie...
An information set in a game tree is a set of nodes from which the rules of the game require that th...
We derive a recursive formula for expected utility values in imperfect- information game trees, and ...