Planning has traditionally focused on single agent systems. Although planning domain languages have been extended to multiagent domains, solution concepts have not. Previous solut...
Michael H. Bowling, Rune M. Jensen, Manuela M. Vel...
Although in theory opponent modeling can be useful in any adversarial domain, in practice it is both difficult to do accurately and to use effectively to improve game play. In thi...
Kennard Laviers, Gita Sukthankar, David W. Aha, Ma...
For specifying and verifying branching-time requirements, a reactive system is traditionally modeled as a labeled tree, where a path in the tree encodes a possible execution of the...
Consider a game in which edges of a graph are provided a pair at a time, and the player selects one edge from each pair, attempting to construct a graph with a component as large ...
Abraham Flaxman, David Gamarnik, Gregory B. Sorkin
We present an interactive, hybrid human-computer method for object classification. The method applies to classes of objects that are recognizable by people with appropriate expert...