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AAAI
2004
15 years 7 months ago
Simple Search Methods for Finding a Nash Equilibrium
We present two simple search methods for computing a sample Nash equilibrium in a normal-form game: one for 2player games and one for n-player games. We test these algorithms on m...
Ryan Porter, Eugene Nudelman, Yoav Shoham
AAAI
2004
15 years 7 months ago
The Practice of Approximated Consistency for Knapsack Constraints
Knapsack constraints are a key modeling structure in discrete optimization and form the core of many real-life problem formulations. Only recently, a cost-based filtering algorith...
Meinolf Sellmann
AAAI
2006
15 years 7 months ago
RankCut - A Domain Independent Forward Pruning Method for Games
Forward pruning, also known as selective search, is now employed in many strong game-playing programs. In this paper, we introduce RankCut
Yew Jin Lim, Wee Sun Lee
AAAI
2006
15 years 7 months ago
How to Put the Pieces of AI Together Again
Since the 1970s AI as a science has progressively fragmented into many activities that are very narrowly focused. It is not clear that work done within these fragments can be comb...
Aaron Sloman
AAAI
2006
15 years 7 months ago
Laughing with HAHAcronym, a Computational Humor System
Computational humor is a challenge with implications for many classical fields in AI such as, for example, natural language processing, intelligent human-computer interaction, rea...
Oliviero Stock, Carlo Strapparava