Éric Jacopin

According to our database1, Éric Jacopin authored at least 25 papers between 2009 and 2023.

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Bibliography

2023
Topological Planning with Post-unique and Unary Actions.
Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence, 2023

Online low-power large-scale real-time decision-making all at once.
Proceedings of the 5th IEEE International Conference on Artificial Intelligence Circuits and Systems, 2023

2022
Planning and Learning: A Review of Methods involving Path-Planning for Autonomous Vehicles.
CoRR, 2022

Planning for millions of NPCs in Real-Time.
Proceedings of the IEEE Symposium Series on Computational Intelligence, 2022

Solving Disjunctive Temporal Networks with Uncertainty under Restricted Time-Based Controllability Using Tree Search and Graph Neural Networks.
Proceedings of the Thirty-Sixth AAAI Conference on Artificial Intelligence, 2022

2021
Learning-based Preference Prediction for Constrained Multi-Criteria Path-Planning.
CoRR, 2021

Time-based Dynamic Controllability of Disjunctive Temporal Networks with Uncertainty: A Tree Search Approach with Graph Neural Network Guidance.
CoRR, 2021

Constrained Shortest Path Search with Graph Convolutional Neural Networks.
CoRR, 2021

Dynamic Manipulation of Player Performance with Music Tempo in Tetris.
Proceedings of the IUI '21: 26th International Conference on Intelligent User Interfaces, 2021

3D Brawler Game Using a Hybrid Planning Approach.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Khaldun: GOAP for both Procedural Level generation and NPC Behaviors.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

2020
Entropy to Control Planning in Video-Games.
Proceedings of the International Symposium on Information Theory and Its Applications, 2020

Sonotris: Testing the Influence of Musical Tempo on Tetris Players Performance.
Proceedings of the IEEE Conference on Games, 2020

Can Musical Tempo Makes Tetris Game Harder?
Proceedings of the IEEE Conference on Games, 2020

Binary GPU-Planning for Thousands of NPCs.
Proceedings of the IEEE Conference on Games, 2020

Manipulating Player Performance via Music Tempo in Tetris.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

2019
Planification dans les jeux-vidéos : À quoi servent les coûts des actions ?
Proceedings of the Actes des 17èmes Rencontres des Jeunes Chercheurs en Intelligence Artificielle, 2019

Optimal Solving of Constrained Path-Planning Problems with Graph Convolutional Networks and Optimized Tree Search.
Proceedings of the 2019 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2019

2018
Statistical Planning: Building Models of Entropy of Centralized Planning for Multi-Agent Systems.
Proceedings of the 56th Annual Allerton Conference on Communication, 2018

2017
Applying Anytime Heuristic Search to Cost-Optimal HTN Planning.
Proceedings of the Computer Games - 6th Workshop, 2017

2014
SHPE: HTN Planning for Video Games.
Proceedings of the Computer Games - Third Workshop on Computer Games, 2014

Game AI Planning Analytics: The Case of Three First-Person Shooters.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2009
A planning plug-in for Virtual Battle Space 2 a report from the trenches.
Proceedings of the 2009 Spring Simulation Multiconference, SpringSim 2009, 2009

A Real-Time PDDL-based Planning Component for Video Games.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

A PDDL-Based Planning Architecture to Support Arcade Game Playing.
Proceedings of the Agents for Games and Simulations, 2009


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