Graph-Based Algorithms for Boolean Function Manipulation
IEEE Transactions on Computers
Heuristic evaluation functions for general game playing
AAAI'07 Proceedings of the 22nd national conference on Artificial intelligence - Volume 2
Fluxplayer: a successful general game player
AAAI'07 Proceedings of the 22nd national conference on Artificial intelligence - Volume 2
Simulation-based approach to general game playing
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 1
Bandit based monte-carlo planning
ECML'06 Proceedings of the 17th European conference on Machine Learning
Solving μ-Calculus Parity Games by Symbolic Planning
Model Checking and Artificial Intelligence
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In this paper we present a new symbolic algorithm for the classification, i. e. the calculation of the rewards for both players in case of optimal play, of two-player games with general rewards according to the Game Description Language. We will show that it classifies all states using a linear number of images concerning the depth of the game graph. We also present an extension that uses this algorithm to create symbolic endgame databases and then performs UCT to find an estimate for the classification of the game.