Nathan R. Sturtevant

Orcid: 0000-0003-4318-2791

Affiliations:
  • University of Alberta, Department of Computing Science, Edmonton, AB, Canada
  • University of Denver, CO, USA
  • University of California, Los Angeles, CA, USA (PhD)


According to our database1, Nathan R. Sturtevant authored at least 178 papers between 2000 and 2024.

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Bibliography

2024
On the Completeness of Conflict-Based Search: Temporally-Relative Duplicate Pruning.
CoRR, 2024

Transformer Based Planning in the Observation Space with Applications to Trick Taking Card Games.
CoRR, 2024

Clique Analysis and Bypassing in Continuous-Time Conflict-Based Search.
Proceedings of the Seventeenth International Symposium on Combinatorial Search, 2024

On Parallel External-Memory Bidirectional Search (Extended Abstract).
Proceedings of the Seventeenth International Symposium on Combinatorial Search, 2024

On the Properties of All-Pair Heuristics.
Proceedings of the Seventeenth International Symposium on Combinatorial Search, 2024

Curriculum Generation for Learning Guiding Functions in State-Space Search Algorithms.
Proceedings of the Seventeenth International Symposium on Combinatorial Search, 2024

Exact Multi-objective Path Finding with Negative Weights.
Proceedings of the Thirty-Fourth International Conference on Automated Planning and Scheduling, 2024

On Parallel External-Memory Bidirectional Search.
Proceedings of the ECAI 2024 - 27th European Conference on Artificial Intelligence, 19-24 October 2024, Santiago de Compostela, Spain, 2024

The FarmQuest Player Telemetry Dataset: Playthrough Data of a Cozy Farming Game.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2024

Evaluating the Effects of AI Directors for Quest Selection.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2024

Generalized Entropy and Solution Information for Measuring Puzzle Difficulty.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2024

Hexagram Tangram Puzzle Artifact.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2024

Using EPCG for Designing a Hexagon Tangram Puzzle.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2024

2023
Conflict-tolerant and conflict-free multi-agent meeting.
Artif. Intell., September, 2023

Comparing Front-to-Front and Front-to-End Heuristics in Bidirectional Search.
Proceedings of the Sixteenth International Symposium on Combinatorial Search, 2023

History Filtering in Imperfect Information Games: Algorithms and Complexity.
Proceedings of the Advances in Neural Information Processing Systems 36: Annual Conference on Neural Information Processing Systems 2023, 2023

Front-to-End Bidirectional Heuristic Search with Consistent Heuristics: Enumerating and Evaluating Algorithms and Bounds.
Proceedings of the Thirty-Second International Joint Conference on Artificial Intelligence, 2023

Visual Exploration of Tile Datasets.
Proceedings of the Experimental Artificial Intelligence in Games Workshop co-located with the 19th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2023), 2023

W-restrained Bidirectional Bounded-Suboptimal Heuristic Search.
Proceedings of the Thirty-Third International Conference on Automated Planning and Scheduling, 2023

Navigation in Adversarial Environments Guided by PRA* and a Local RL Planner.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

Entropy as a Measure of Puzzle Difficulty.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

Analyzing and Improving the Use of the FastMap Embedding in Pathfinding Tasks.
Proceedings of the Thirty-Seventh AAAI Conference on Artificial Intelligence, 2023

2022
Optimal Search with Neural Networks: Challenges and Approaches.
Proceedings of the Fifteenth International Symposium on Combinatorial Search, 2022

Learning Curricula for Humans: An Empirical Study with Puzzles from The Witness.
Proceedings of the Thirty-First International Joint Conference on Artificial Intelligence, 2022

Efficient Budgeted Graph Search.
Proceedings of the Thirty-First International Joint Conference on Artificial Intelligence, 2022

An Efficient Chinese Checkers Implementation: Ranking, Bitboards, and BMI2 pext and pdep Instructions.
Proceedings of the Computers and Games - International Conference, 2022

Multi-Agent Path Finding with Temporal Jump Point Search.
Proceedings of the Thirty-Second International Conference on Automated Planning and Scheduling, 2022

Adventures of AI Directors Early in the Development of Nightingale.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

FarmQuest: A Demonstration of an AI Director Video Game Test Bed.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

2021
Iterative-Deepening Bidirectional Heuristic Search with Restricted Memory.
Proceedings of the Fourteenth International Symposium on Combinatorial Search, 2021

Avoiding Re-expansions in Suboptimal Best-First Search.
Proceedings of the Fourteenth International Symposium on Combinatorial Search, 2021

Towards Disambiguating Quests as a Technical Term.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Conflict-Based Increasing Cost Search.
Proceedings of the Thirty-First International Conference on Automated Planning and Scheduling, 2021

Jump Point Search with Temporal Obstacles.
Proceedings of the Thirty-First International Conference on Automated Planning and Scheduling, 2021

The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals about the Definition of a Quest.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

The Impact of Visualizing Design Gradients for Human Designers.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

Necessary and Sufficient Conditions for Avoiding Reopenings in Best First Suboptimal Search with General Bounding Functions.
Proceedings of the Thirty-Fifth AAAI Conference on Artificial Intelligence, 2021

2020
A Guide to Budgeted Tree Search.
Proceedings of the Thirteenth International Symposium on Combinatorial Search, 2020

Multi-Directional Search.
Proceedings of the Thirteenth International Symposium on Combinatorial Search, 2020

Bidirectional Heuristic Search: Expanding Nodes by a Lower Bound.
Proceedings of the Twenty-Ninth International Joint Conference on Artificial Intelligence, 2020

Multi-Directional Heuristic Search.
Proceedings of the Twenty-Ninth International Joint Conference on Artificial Intelligence, 2020

Predicting the Effectiveness of Bidirectional Heuristic Search.
Proceedings of the Thirtieth International Conference on Automated Planning and Scheduling, 2020

Probabilistic Robust Multi-Agent Path Finding.
Proceedings of the Thirtieth International Conference on Automated Planning and Scheduling, 2020

What is a Quest?
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

A Demonstration of Anhinga: A Mixed-Initiative EPCG Tool for Snakebird.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

The Unexpected Consequence of Incremental Design Changes.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Generalized and Sub-Optimal Bipartite Constraints for Conflict-Based Search.
Proceedings of the Thirty-Fourth AAAI Conference on Artificial Intelligence, 2020

Abstraction and Refinement in Games with Dynamic Weighted Terrain.
Proceedings of the Thirty-Fourth AAAI Conference on Artificial Intelligence, 2020

2019
Computer Games Workshop at IJCAI 2018.
J. Int. Comput. Games Assoc., 2019

Exponential-Binary State-Space Search.
CoRR, 2019

Unbounded Sub-Optimal Conflict-Based Search in Complex Domains.
Proceedings of the Twelfth International Symposium on Combinatorial Search, 2019

Multi-Agent Pathfinding: Definitions, Variants, and Benchmarks.
Proceedings of the Twelfth International Symposium on Combinatorial Search, 2019

Enriching Non-Parametric Bidirectional Search Algorithms - Extended Abstract.
Proceedings of the Twelfth International Symposium on Combinatorial Search, 2019

Improving Bidirectional Heuristic Search by Bounds Propagation.
Proceedings of the Twelfth International Symposium on Combinatorial Search, 2019

Revisiting Suboptimal Search.
Proceedings of the Twelfth International Symposium on Combinatorial Search, 2019

Optimally Efficient Bidirectional Search.
Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence, 2019

Direction-Optimizing Breadth-First Search with External Memory Storage.
Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence, 2019

Iterative Budgeted Exponential Search.
Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence, 2019

Conditions for Avoiding Node Re-expansions in Bounded Suboptimal Search.
Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence, 2019

Application of Retrograde Analysis on Fighting Games.
Proceedings of the IEEE Conference on Games, 2019

Policy Based Inference in Trick-Taking Card Games.
Proceedings of the IEEE Conference on Games, 2019

Pathfinding and Abstraction with Dynamic Terrain Costs.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

On Strongly Solving Chinese Checkers.
Proceedings of the Advances in Computer Games - 16th International Conference, 2019

Exploring EPCG in The Witness.
Proceedings of the 2nd Workshop on Knowledge Extraction from Games co-located with 33rd AAAI Conference on Artificial Intelligence, 2019

Enriching Non-Parametric Bidirectional Search Algorithms.
Proceedings of the Thirty-Third AAAI Conference on Artificial Intelligence, 2019

2018
AI education matters: teaching search algorithms.
AI Matters, 2018

Minimizing Node Expansions in Bidirectional Search with Consistent Heuristics.
Proceedings of the Eleventh International Symposium on Combinatorial Search, 2018

Benchmarks for Pathfinding in 3D Voxel Space.
Proceedings of the Eleventh International Symposium on Combinatorial Search, 2018

Rapid Randomized Restarts for Multi-Agent Path Finding Solvers.
Proceedings of the Eleventh International Symposium on Combinatorial Search, 2018

Extended Increasing Cost Tree Search for Non-Unit Cost Domains.
Proceedings of the Twenty-Seventh International Joint Conference on Artificial Intelligence, 2018

Rapid Randomized Restarts for Multi-Agent Path Finding: Preliminary Results.
Proceedings of the 17th International Conference on Autonomous Agents and MultiAgent Systems, 2018

Exhaustive and Semi-Exhaustive Procedural Content Generation.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

A Brief History and Recent Achievements in Bidirectional Search.
Proceedings of the Thirty-Second AAAI Conference on Artificial Intelligence, 2018

2017
Reports of the Workshops of the Thirty-First AAAI Conference on Artificial Intelligence.
AI Mag., 2017

The compressed differential heuristic.
AI Commun., 2017

MM: A bidirectional search algorithm that is guaranteed to meet in the middle.
Artif. Intell., 2017

The Minimal Set of States that Must Be Expanded in a Front-to-End Bidirectional Search.
Proceedings of the Tenth International Symposium on Combinatorial Search, 2017

On Variable Dependencies and Compressed Pattern Databases.
Proceedings of the Tenth International Symposium on Combinatorial Search, 2017

Search-Based Optimal Solvers for the Multi-Agent Pathfinding Problem: Summary and Challenges.
Proceedings of the Tenth International Symposium on Combinatorial Search, 2017

A Study of Forward Versus Backwards Endgame Solvers with Results in Chinese Checkers.
Proceedings of the Computer Games - 6th Workshop, 2017

Front-to-End Bidirectional Heuristic Search with Near-Optimal Node Expansions.
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, 2017

Using Hierarchical Constraints to Avoid Conflicts in Multi-Agent Pathfinding.
Proceedings of the Twenty-Seventh International Conference on Automated Planning and Scheduling, 2017

Sufficient Conditions for Node Expansion in Bidirectional Heuristic Search.
Proceedings of the Twenty-Seventh International Conference on Automated Planning and Scheduling, 2017

The State of the AIIDE Conference in 2017.
Proceedings of the Thirty-First AAAI Conference on Artificial Intelligence, 2017

Value Compression of Pattern Databases.
Proceedings of the Thirty-First AAAI Conference on Artificial Intelligence, 2017

2016
Guest Editorial: Physics-Based Simulation Games.
IEEE Trans. Comput. Intell. AI Games, 2016

Scrubbing During Learning In Real-time Heuristic Search.
J. Artif. Intell. Res., 2016

Generalizing JPS Symmetry Detection: Canonical Orderings on Graphs.
Proceedings of the Ninth Annual Symposium on Combinatorial Search, 2016

Extended Abstract: An Improved Priority Function for Bidirectional Heuristic Search.
Proceedings of the Ninth Annual Symposium on Combinatorial Search, 2016

Canonical Orderings on Grids.
Proceedings of the Twenty-Fifth International Joint Conference on Artificial Intelligence, 2016

External Memory Bidirectional Search.
Proceedings of the Twenty-Fifth International Joint Conference on Artificial Intelligence, 2016

Combining Bounding Boxes and JPS to Prune Grid Pathfinding.
Proceedings of the Thirtieth AAAI Conference on Artificial Intelligence, 2016

Bidirectional Search That Is Guaranteed to Meet in the Middle.
Proceedings of the Thirtieth AAAI Conference on Artificial Intelligence, 2016

2015
A Summary of the Twenty-Ninth AAAI Conference on Artificial Intelligence.
AI Mag., 2015

Conflict-based search for optimal multi-agent pathfinding.
Artif. Intell., 2015

The Grid-Based Path Planning Competition: 2014 Entries and Results.
Proceedings of the Eighth Annual Symposium on Combinatorial Search, 2015

Challenges and Progress on Using Large Lossy Endgame Databases in Chinese Checkers.
Proceedings of the Computer Games - Fourth Workshop on Computer Games, 2015

2014
Guest Editorial: General Games.
IEEE Trans. Comput. Intell. AI Games, 2014

Enhanced Partial Expansion A.
J. Artif. Intell. Res., 2014

The Grid-Based Path Planning Competition.
AI Mag., 2014

The Fifth Annual Symposium on Combinatorial Search.
AI Commun., 2014

Exploiting the Rubik's Cube 12-Edge PDB by Combining Partial Pattern Databases and Bloom Filters.
Proceedings of the Seventh Annual Symposium on Combinatorial Search, 2014

Reaching the Goal in Real-Time Heuristic Search: Scrubbing Behavior is Unavoidable.
Proceedings of the Seventh Annual Symposium on Combinatorial Search, 2014

Estimating Search Tree Size with Duplicate Detection.
Proceedings of the Seventh Annual Symposium on Combinatorial Search, 2014

Monte Carlo Tree Search with heuristic evaluations using implicit minimax backups.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

A Comparison of Knowledge-Based GBFS Enhancements and Knowledge-Free Exploration.
Proceedings of the Twenty-Fourth International Conference on Automated Planning and Scheduling, 2014

Playable Experiences at AIIDE 2014.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

Worst-Case Solution Quality Analysis When Not Re-Expanding Nodes in Best-First Search.
Proceedings of the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014

Exponential Deepening A* for Real-Time Agent-Centered Search.
Proceedings of the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014

2013
Online Detection of Dead States in Real-Time Agent-Centered Search.
Proceedings of the Sixth Annual Symposium on Combinatorial Search, 2013

Optimal-Generation Variants of EPEA.
Proceedings of the Sixth Annual Symposium on Combinatorial Search, 2013

Finding Bounded Suboptimal Multi-Agent Path Planning Solutions Using Increasing Cost Tree Search (Extended Abstract).
Proceedings of the Sixth Annual Symposium on Combinatorial Search, 2013

External Memory PDBs: Initial Results.
Proceedings of the Tenth Symposium on Abstraction, Reformulation, and Approximation, 2013

Minimizing Writes in Parallel External Memory Search.
Proceedings of the IJCAI 2013, 2013

UCT Enhancements in Chinese Checkers Using an Endgame Database.
Proceedings of the Computer Games - Workshop on Computer Games, 2013

Subset Selection of Search Heuristics.
Proceedings of the IJCAI 2013, 2013

A parameterized family of equilibrium profiles for three-player kuhn poker.
Proceedings of the International conference on Autonomous Agents and Multi-Agent Systems, 2013

Using Alternative Suboptimality Bounds in Heuristic Search.
Proceedings of the Twenty-Third International Conference on Automated Planning and Scheduling, 2013

An Argument for Large-Scale Breadth-First Search for Game Design and Content Generation via a Case Study of Fling!
Proceedings of the Artificial Intelligencein the Game Design Process 2, 2013

Incorporating Human Relationships Into Path Planning.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Partial Domain Search Tree For Constraint-Satisfaction Problems.
Proceedings of the Late-Breaking Developments in the Field of Artificial Intelligence, 2013

2012
Benchmarks for Grid-Based Pathfinding.
IEEE Trans. Comput. Intell. AI Games, 2012

Recap of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE).
AI Mag., 2012

Reports of the AAAI 2012 Conference Workshops.
AI Mag., 2012

Meta-Agent Conflict-Based Search For Optimal Multi-Agent Path Finding.
Proceedings of the Fifth Annual Symposium on Combinatorial Search, 2012

Moving Path Planning Forward.
Proceedings of the Motion in Games - 5th International Conference, 2012

ArvandHerd: Parallel Planning with a Portfolio.
Proceedings of the ECAI 2012, 2012

Heuristic Search Comes of Age.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012

Conflict-Based Search For Optimal Multi-Agent Path Finding.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012

Partial-Expansion A* with Selective Node Generation.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012

2011
A GGP Feature Learning Algorithm.
Künstliche Intell., 2011

Inconsistent heuristics in theory and practice.
Artif. Intell., 2011

Distance Learning in Agent-Centered Heuristic Search.
Proceedings of the Fourth Annual Symposium on Combinatorial Search, 2011

A Polynomial-Time Algorithm for Non-Optimal Multi-Agent Pathfinding.
Proceedings of the Fourth Annual Symposium on Combinatorial Search, 2011

Learning Where You Are Going and from Whence You Came: h- and g-Cost Learning in Real-Time Heuristic Search.
Proceedings of the IJCAI 2011, 2011

Keynotes: Data mining and machine learning applications in MMOs.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

A Sparse Grid Representation for Dynamic Three-Dimensional Worlds.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

A Demonstration of ScriptEase II.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

Euclidean Heuristic Optimization.
Proceedings of the Twenty-Fifth AAAI Conference on Artificial Intelligence, 2011

The Compressed Differential Heuristic.
Proceedings of the Twenty-Fifth AAAI Conference on Artificial Intelligence, 2011

2010
Simultaneously Searching with Multiple Settings: An Alternative to Parameter Tuning for Suboptimal Single-Agent Search Algorithms.
Proceedings of the Third Annual Symposium on Combinatorial Search, 2010

Portal-Based True-Distance Heuristics for Path Finding.
Proceedings of the Third Annual Symposium on Combinatorial Search, 2010

Implementing games on pinball machines.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

On learning in agent-centered search.
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2010), 2010

A Comparison of High-Level Approaches for Speeding Up Pathfinding.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

Understanding the Success of Perfect Information Monte Carlo Sampling in Game Tree Search.
Proceedings of the Twenty-Fourth AAAI Conference on Artificial Intelligence, 2010

Single-Frontier Bidirectional Search.
Proceedings of the Twenty-Fourth AAAI Conference on Artificial Intelligence, 2010

2009
Abstraction-Based Heuristics with True Distance Computations.
Proceedings of the Eighth Symposium on Abstraction, Reformulation, and Approximation, 2009

A* Search with Inconsistent Heuristics.
Proceedings of the IJCAI 2009, 2009

Memory-Based Heuristics for Explicit State Spaces.
Proceedings of the IJCAI 2009, 2009

Evaluating Strategies for Running from the Cops.
Proceedings of the IJCAI 2009, 2009

Improving State Evaluation, Inference, and Search in Trick-Based Card Games.
Proceedings of the IJCAI 2009, 2009

TBA*: Time-Bounded A*.
Proceedings of the IJCAI 2009, 2009

Learning when to stop thinking and do something!
Proceedings of the 26th Annual International Conference on Machine Learning, 2009

Optimal solutions for moving target search.
Proceedings of the 8th International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2009), 2009

Optimizing Motion-Constrained Pathfinding.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

2008
An Analysis of UCT in Multi-Player Games.
J. Int. Comput. Games Assoc., 2008

Multidisciplinary students and instructors: a second-year games course.
Proceedings of the 39th SIGCSE Technical Symposium on Computer Science Education, 2008

Optimized algorithms for multi-agent routing.
Proceedings of the 7th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2008), 2008

A new approach to cooperative pathfinding.
Proceedings of the 7th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2008), 2008

Direction Maps for Cooperative Pathfinding.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

2007
Graph Abstraction in Real-time Heuristic Search.
J. Artif. Intell. Res., 2007

An Analysis of Map-Based Abstraction and Refinement.
Proceedings of the Abstraction, 2007

Memory-Efficient Abstractions for Pathfinding.
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007

Inconsistent Heuristics.
Proceedings of the Twenty-Second AAAI Conference on Artificial Intelligence, 2007

2006
Feature Construction for Reinforcement Learning in Hearts.
Proceedings of the Computers and Games, 5th International Conference, 2006

Robust game play against unknown opponents.
Proceedings of the 5th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2006), 2006

Improving Collaborative Pathfinding Using Map Abstraction.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

Partial Information Endgame Databases.
Proceedings of the Advances in Computer Games, 11th International Conference, 2006

Prob-Maxn: Playing N-Player Games with Opponent Models.
Proceedings of the Proceedings, 2006

2005
Automatic State Abstraction for Pathfinding in Real-Time Video Games.
Proceedings of the Abstraction, 2005

Leaf-Value Tables for Pruning Non-Zero-Sum Games.
Proceedings of the IJCAI-05, Proceedings of the Nineteenth International Joint Conference on Artificial Intelligence, Edinburgh, Scotland, UK, July 30, 2005

Partial Pathfinding Using Map Abstraction and Refinement.
Proceedings of the Proceedings, 2005

Speeding Up Learning in Real-time Search via Automatic State Abstraction.
Proceedings of the Proceedings, 2005

2004
Current Challenges in Multi-player Game Search.
Proceedings of the Computers and Games, 4th International Conference, 2004

2003
Last-Branch and Speculative Pruning Algorithms for Max<sup>n</sup>.
Proceedings of the IJCAI-03, 2003

2002
A Comparison of Algorithms for Multi-player Games.
Proceedings of the Computers and Games, Third International Conference, CG 2002, Edmonton, 2002

2000
On Pruning Techniques for Multi-Player Games.
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on on Innovative Applications of Artificial Intelligence, July 30, 2000


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