Action abstractions restrict the number of legal actions available during search in multi-unit real-time adversarial games, thus allowing algorithms to focus their search on a set of promising actions. Optimal strategies derived from un-abstracted spaces are guaranteed to be no worse than optimal strategies derived from action-abstracted spaces. In practice, however, due to real-time constraints and the state space size, one is only able to derive good strategies in un-abstracted spaces in small-scale games. In this paper we introduce search algorithms that use an action abstraction scheme we call asymmetric abstraction. Asymmetric abstractions retain the un-abstracted spaces' theoretical advantage over regularly abstracted spaces while s...
Heuristic search has been very successful in abstract game domains such as Chess and Go. In video ga...
In many board games and other abstract games, patterns have been used as features that can guide aut...
In many board games and other abstract games, patterns have been used as features that can guide aut...
For many years, Chess was the standard game to test new Artificial Intelligence (AI) algorithms for ...
Abstract. Real-time video games are a unique domain for pathfinding and search. Traditional approach...
A key challenge for planning systems in real-time multiagent domains is to search in large action sp...
This chapter arises from the discussions of an experienced international group of researchers intere...
Recently there has been increased interest in applying machine learning methods to adversary games. ...
This chapter arises from the discussions of an experienced international group of researchers intere...
We describe a heuristic search technique for multi-agent pursuit-evasion games in partially observab...
In this article we present an overview on the state of the art in games solved in the domain of two-...
AbstractIn this article we present an overview on the state of the art in games solved in the domain...
Abstract—We consider the move generation in a modern board game where the set of all the possible mo...
We develop some two-person zero-sum game formulations of search and evasion problems. By employing a...
Abstract — We investigate reduction of the complexity of a multi-agent adversarial search in the dom...
Heuristic search has been very successful in abstract game domains such as Chess and Go. In video ga...
In many board games and other abstract games, patterns have been used as features that can guide aut...
In many board games and other abstract games, patterns have been used as features that can guide aut...
For many years, Chess was the standard game to test new Artificial Intelligence (AI) algorithms for ...
Abstract. Real-time video games are a unique domain for pathfinding and search. Traditional approach...
A key challenge for planning systems in real-time multiagent domains is to search in large action sp...
This chapter arises from the discussions of an experienced international group of researchers intere...
Recently there has been increased interest in applying machine learning methods to adversary games. ...
This chapter arises from the discussions of an experienced international group of researchers intere...
We describe a heuristic search technique for multi-agent pursuit-evasion games in partially observab...
In this article we present an overview on the state of the art in games solved in the domain of two-...
AbstractIn this article we present an overview on the state of the art in games solved in the domain...
Abstract—We consider the move generation in a modern board game where the set of all the possible mo...
We develop some two-person zero-sum game formulations of search and evasion problems. By employing a...
Abstract — We investigate reduction of the complexity of a multi-agent adversarial search in the dom...
Heuristic search has been very successful in abstract game domains such as Chess and Go. In video ga...
In many board games and other abstract games, patterns have been used as features that can guide aut...
In many board games and other abstract games, patterns have been used as features that can guide aut...