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AAAI
2008
15 years 9 months ago
On-Line Case-Based Plan Adaptation for Real-Time Strategy Games
Traditional artificial intelligence techniques do not perform well in applications such as real-time strategy games because of the extensive search spaces which need to be explore...
Neha Sugandh, Santiago Ontañón, Ashw...
DIMEA
2008
164views Multimedia» more  DIMEA 2008»
15 years 8 months ago
Lessons learned: game design for large public displays
This paper presents the design and deployment of Polar Defence, an interactive game for a large public display. We designed this display based on a model of "users" and ...
Matthias Finke, Anthony Tang, Rock Leung, Michael ...
EWCBR
2008
Springer
15 years 8 months ago
Situation Assessment for Plan Retrieval in Real-Time Strategy Games
Case-Based Planning (CBP) is an effective technique for solving planning problems that has the potential to reduce the computational complexity of the generative planning approache...
Kinshuk Mishra, Santiago Ontañón, As...
FOSSACS
2009
Springer
16 years 1 months ago
On Global Model Checking Trees Generated by Higher-Order Recursion Schemes
Higher-order recursion schemes are systems of rewrite rules on typed non-terminal symbols, which can be used to define infinite trees. The Global Modal Mu-Calculus Model Checking...
Christopher Broadbent, C.-H. Luke Ong
ATAL
2009
Springer
16 years 1 months ago
Rational play and rational beliefs under uncertainty
Alternating-time temporal logic (atl) is one of the most influential logics for reasoning about agents’ abilities. Constructive Strategic Logic (csl) is a variant of atl for im...
Nils Bulling, Wojciech Jamroga