Abstract. Years of work have gone into algorithms and optimizations for twoplayer perfect-information games such as Chess and Checkers. It is only more recently that serious research has gone into games with imperfect information, such as Bridge, or game with more than two players or teams of players, such as Poker. This work focuses on multi-player game search in the card games Hearts and Spades, providing an overview of past research in multi-player game search and then presents new research results regarding the optimality of current search techniques and the need for good opponent modeling in multi-player game search. We show that we are already achieving near-optimal pruning in the games Hearts and Spades.
Abstract. Lookahead search is perhaps the most natural and widely used game playing strategy. Given ...
Abstract. This paper deals with algorithms searching trees generated by two-person, zero-sum games w...
textabstractThis paper deals with algorithms searching trees generated by two-person, zero-sum games...
In this paper we compare several search techniques for multi-player games. We test the performance o...
In this article we investigate how three multi-player search policies, namely max(n), paranoid, and ...
Abstract. Over the past few years, Monte-Carlo Tree Search (MCTS) has become a popular search techni...
We examine search algorithms in games with incomplete information, formalising a best defence model ...
This article proposes a new algorithm, called Best-Reply Search (BRS), for deterministic multi-playe...
Abstract. Over the past few years, Monte-Carlo Tree Search (MCTS) has become a popular search techni...
Much of the work on opponent modeling for game tree search has been unsuccessful. In two-player, zer...
Multi-Player Game Playing (MPGP) strategies have predominantly been built on the basis of utilizing ...
Monte-Carlo Tree Search (MCTS) has become a popular search technique for playing multi-player games ...
AbstractWe examine search algorithms for games with imperfect information. We first investigate Mont...
In recent years, Monte Carlo Tree Search (MCTS) has been successfully applied as a new artificial in...
Until recently, AI research that used games as an experimental testbed has concentrated on perfect i...
Abstract. Lookahead search is perhaps the most natural and widely used game playing strategy. Given ...
Abstract. This paper deals with algorithms searching trees generated by two-person, zero-sum games w...
textabstractThis paper deals with algorithms searching trees generated by two-person, zero-sum games...
In this paper we compare several search techniques for multi-player games. We test the performance o...
In this article we investigate how three multi-player search policies, namely max(n), paranoid, and ...
Abstract. Over the past few years, Monte-Carlo Tree Search (MCTS) has become a popular search techni...
We examine search algorithms in games with incomplete information, formalising a best defence model ...
This article proposes a new algorithm, called Best-Reply Search (BRS), for deterministic multi-playe...
Abstract. Over the past few years, Monte-Carlo Tree Search (MCTS) has become a popular search techni...
Much of the work on opponent modeling for game tree search has been unsuccessful. In two-player, zer...
Multi-Player Game Playing (MPGP) strategies have predominantly been built on the basis of utilizing ...
Monte-Carlo Tree Search (MCTS) has become a popular search technique for playing multi-player games ...
AbstractWe examine search algorithms for games with imperfect information. We first investigate Mont...
In recent years, Monte Carlo Tree Search (MCTS) has been successfully applied as a new artificial in...
Until recently, AI research that used games as an experimental testbed has concentrated on perfect i...
Abstract. Lookahead search is perhaps the most natural and widely used game playing strategy. Given ...
Abstract. This paper deals with algorithms searching trees generated by two-person, zero-sum games w...
textabstractThis paper deals with algorithms searching trees generated by two-person, zero-sum games...