Heuristic search is a key component of automated planning and pathfinding. It is guided by a heuristic function which estimates remaining solution cost. Traditionally heuristic functions for pathfinding have been human-designed or pre-computed for a specific search graph. The former tend to be compact, human-readable but generic. The latter offer better guidance but require per-graph pre-computation and have a substantial memory cost. We aim to retain compactness and readability of human-designed heuristics and increase their performance. We adopt the recently published approach of representing heuristic functions as algebraic formulae and automatically synthesizing them for video-game maps. Whereas published work merely randomly sampled th...
Abstract The current research trends on hyper-heuristics design have sprung up in two different flav...
Search in general, and heuristic search in particular, is at the heart of many Artificial Intelligen...
State spaces in classical planning domains are usually quite large and can easily be extended to lar...
Heuristic search algorithms have long been used in video-game AI for unit navigation and planning. T...
Abstract. Real-time heuristic search algorithms are useful when the amount of time or memory resourc...
As computer game worlds get more elaborate the more visible pathnding performance bottlenecks become...
Progress has been made recently in developing tech- niques to automatically generate effective heuri...
In real-time domains such as video games, a planning algo-rithm has a strictly bounded time before i...
In real-time domains such as video games, a planning algo- rithm has a strictly bounded time before ...
There are many problems that still cannot be solved exactly in a reasonable time despite rapid incre...
Search has been vital to artificial intelligence from the very beginning as a core technique in prob...
The performance of heuristic search based planners depends heavily on the quality of the heuristic f...
One of the challenges of General Game Playing (GGP) is to effectively solve puzzles. Solving puzzles...
The current research trends on hyper-heuristics design have sprung up in two different flavours: heu...
We present a novel heuristic search framework, called Multi-Heuristic A * (MHA*), that simultaneousl...
Abstract The current research trends on hyper-heuristics design have sprung up in two different flav...
Search in general, and heuristic search in particular, is at the heart of many Artificial Intelligen...
State spaces in classical planning domains are usually quite large and can easily be extended to lar...
Heuristic search algorithms have long been used in video-game AI for unit navigation and planning. T...
Abstract. Real-time heuristic search algorithms are useful when the amount of time or memory resourc...
As computer game worlds get more elaborate the more visible pathnding performance bottlenecks become...
Progress has been made recently in developing tech- niques to automatically generate effective heuri...
In real-time domains such as video games, a planning algo-rithm has a strictly bounded time before i...
In real-time domains such as video games, a planning algo- rithm has a strictly bounded time before ...
There are many problems that still cannot be solved exactly in a reasonable time despite rapid incre...
Search has been vital to artificial intelligence from the very beginning as a core technique in prob...
The performance of heuristic search based planners depends heavily on the quality of the heuristic f...
One of the challenges of General Game Playing (GGP) is to effectively solve puzzles. Solving puzzles...
The current research trends on hyper-heuristics design have sprung up in two different flavours: heu...
We present a novel heuristic search framework, called Multi-Heuristic A * (MHA*), that simultaneousl...
Abstract The current research trends on hyper-heuristics design have sprung up in two different flav...
Search in general, and heuristic search in particular, is at the heart of many Artificial Intelligen...
State spaces in classical planning domains are usually quite large and can easily be extended to lar...