We consider the problem of computing -approximate Nash equilibria in network congestion games. The general problem is known to be PLS-complete for every > 0, but the reductions...
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, "giving the feeling of...
One-clock priced timed games is a class of two-player, zero-sum, continuous-time games that was defined and thoroughly studied in previous works. We show that One-clock priced ti...
Thomas Dueholm Hansen, Rasmus Ibsen-Jensen, Peter ...
In logic metaprogramming, programs are not stored as plain textfiles but rather derived from a deductive database. While the benefits of this approach for metaprogramming are ob...
Memory logics are a family of modal logics in which standard relational structures are augmented with data structures and additional operations to modify and query these structure...