6 citations · 6 across the 1 of their papers we have counts for
5 papers · 1 filter
Online Submission and Evaluation System Design for Competition Operations
Zhe Chen, Daniel Harabor, Ryan Hechnenberger +1
Research communities have developed benchmark datasets across domains to compare the performance of algorithms and techniques However, tracking the progress in these research areas…
Set-Based Retrograde Analysis: Precomputing the Solution to 24-card Bridge Double Dummy Deals
Isaac Stone, Nathan R. Sturtevant, Jonathan Schaeffer
Retrograde analysis is used in game-playing programs to solve states at the end of a game, working backwards toward the start of the game. The algorithm iterates through and comput…
On the Completeness of Conflict-Based Search: Temporally-Relative Duplicate Pruning
Thayne T Walker, Nathan R Sturtevant
Conflict-Based Search (CBS) algorithm for the multi-agent pathfinding (MAPF) problem is that it is incomplete for problems which have no solution; if no mitigating procedure is run…
Transformer Based Planning in the Observation Space with Applications to Trick Taking Card Games
Douglas Rebstock, Christopher Solinas, Nathan R. Sturtevant +1
Traditional search algorithms have issues when applied to games of imperfect information where the number of possible underlying states and trajectories are very large. This challe…
Monte Carlo Tree Search with Heuristic Evaluations using Implicit Minimax Backups
Marc Lanctot, Mark H. M. Winands, Tom Pepels +1
Monte Carlo Tree Search (MCTS) has improved the performance of game engines in domains such as Go, Hex, and general game playing. MCTS has been shown to outperform classic alpha-be…