Game artificial intelligence

Results: 615



#Item
211Robot control / Vector Field Histogram / Mobile robot / Allen / Robot / Waypoint / Pathfinding / A* search algorithm / Game artificial intelligence / Robotics / Artificial intelligence

WOAH: An Obstacle Avoidance Technique for High Speed Path Following Nat Tuck, Michael McGuinness, and Fred Martin∗ University of Massachusetts Lowell, 1 University Avenue, Lowell, MA, USAABSTRACT This paper pres

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Source URL: www.cs.uml.edu

Language: English - Date: 2011-02-17 08:53:56
212Games / Pathfinding / Fifteen puzzle / Applied mathematics / NP-complete problems / Mathematics / Game artificial intelligence

Non-optimal Multi-Agent Pathfinding is Solved (SinceGabriele R¨oger and Malte Helmert University of Basel, Switzerland {gabriele.roeger,malte.helmert}@unibas.ch Abstract

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Source URL: ai.cs.unibas.ch

Language: English - Date: 2013-01-07 17:29:29
213Artificial intelligence / Economics / Replay value / Game / Human behavior / Zero–sum game / Strategy / Science / Outline of games / Leisure / Video game design / Game theory

Gaming Overview Week 5 Homework: Comparing Games Read the following questions first. Then play both assigned games for at least several hours while keeping in mind these questions. Answer all questions in detail. Ques

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Source URL: www.pages.drexel.edu

Language: English - Date: 2006-05-02 21:46:58
214Mathematics / Graph theory / Pruning / Minimax / Alpha-beta pruning / Negamax / Game tree / Tree / Branching factor / Search algorithms / Game artificial intelligence / Artificial intelligence

RankCut — A Domain Independent Forward Pruning Method for Games

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Source URL: www.comp.nus.edu.sg

Language: English - Date: 2006-06-09 08:41:54
215Routing algorithms / Game artificial intelligence / Motion planning / Mathematics / A* search algorithm / Applied mathematics / Heuristic function / Humanoid robot / Robotics / Search algorithms / Artificial intelligence / Combinatorial optimization

Search-Based Footstep Planning Armin Hornung Daniel Maier Abstract— Efficient footstep planning for humanoid navigation through cluttered environments is still a challenging

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Source URL: hrl.informatik.uni-freiburg.de

Language: English - Date: 2013-05-16 05:02:57
216Graph theory / Search algorithms / Game theory / Computer chess / Combinatorial game theory / Minimax / Reinforcement learning / Expectiminimax tree / Negamax / Mathematics / Game artificial intelligence / Artificial intelligence

IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 4, NO. 1, MARCHA Survey of Monte Carlo Tree Search Methods Cameron Browne, Member, IEEE, Edward Powley, Member, IEEE, Daniel Whitehouse, Memb

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Source URL: www.doc.ic.ac.uk

Language: English - Date: 2012-06-11 20:40:44
217Computer Go / Game theory / Go / Combinatorial game theory / Tic-tac-toe / Monopoly / Probability / Maven / Minimax / Games / Abstract strategy games / Mathematical games

In D.N.L. Levy and D.F. Beal, editors, Heuristic Programming in Artificial Intelligence 2 – The Second Computer Olympiad. Ellis Horwood, Exploratory Learning in the Game of GO Barney Pell University of Cambridge

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Source URL: www.barneypell.com

Language: English - Date: 2009-12-15 09:27:05
218Game design / Gameplay / Computational creativity / Genetic programming / Ludi / Ancient Rome / Greco-Roman world / Science / Mathematical optimization / Evolutionary algorithms / Artificial intelligence

YAVALATH: SAMPLE CHAPTER FROM EVOLUTIONARY GAME DESIGN Cameron Browne1 London, UK ABSTRACT The following chapter from Evolutionary Game Design (Brownedescribes Yavalath, the first computer-generated board game to

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Source URL: www.genetic-programming.org

Language: English - Date: 2012-06-28 00:31:02
219Game theory / Mathematics / Computer chess / Heuristics / Negascout / Alpha-beta pruning / Null-move heuristic / Minimax / Pruning / Game artificial intelligence / Artificial intelligence / Search algorithms

RankCut — A Domain Independent Forward Pruning Method for Games

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Source URL: www.comp.nus.edu.sg

Language: English - Date: 2006-06-09 08:41:51
220Knowledge / Agent / Virtual world / Macroeconomic model / Affect / Norm / Situated / Game / Embodied agent / Artificial intelligence / Terminology / Leisure

Evaluating the believability of agents in virtual worlds Henrik Warpefelt Dept. of Computer and Systems Sciences Stockholm University Forum 100, 16443 Kista

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Source URL: www.dcs.kcl.ac.uk

Language: English - Date: 2013-06-09 18:08:16
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