We consider two-player games which are played on a finite state space for an infinite number of rounds. The games are concurrent, that is, in each round, the two players choose ...
Currently computers are changing from single isolated devices into entry points into a worldwide network of information exchange and business transactions. Support in data, inform...
Dieter Fensel, Ian Horrocks, Frank van Harmelen, S...
We investigate the problem of learning to predict moves in the board game of Go from game records of expert players. In particular, we obtain a probability distribution over legal...
In this paper we aim at automatically adjusting the difficulty of computer games by clustering players into different types and supervised prediction of the type from short traces ...
Abstract. Most modern real-time strategy computer games have a sophisticated but fixed ‘AI’ component that controls the computer’s actions. Once the user has learned how suc...