Massively multiplayer online computer games are played in complex, persistent virtual worlds. Over time, the landscape of these worlds evolves and changes as players create and pe...
This paper studies the way to improve consistency of states in a ball-game typed Distributed Virtual Environment (DVE) with lag, in peer-to-peer (P2P) architecture. That is, we ar...
Many decision problems can be modelled as adversarial constraint satisfaction, which allows us to integrate methods from AI game playing. In particular, by using the idea of oppone...
In timed, zero-sum games, the goal is to maximize the probability of winning, which is not necessarily the same as maximizing our expected reward. We consider cumulative intermedi...
Maxn (Luckhardt and Irani, 1986) is the extension of the minimax backup rule to multi-player games. We have shown that only a limited version of alpha-beta pruning, shallow prunin...