Mate with bishop and knight in kriegspiel
Theoretical Computer Science
Artificial intelligence: a modern approach
Artificial intelligence: a modern approach
Representations and solutions for game-theoretic problems
Artificial Intelligence - Special issue on economic principles of multi-agent systems
GIB: Steps Toward an Expert-Level Bridge-Playing Program
IJCAI '99 Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence
Planning in nondeterministic domains under partial observability via symbolic model checking
IJCAI'01 Proceedings of the 17th international joint conference on Artificial intelligence - Volume 1
Game-tree search with combinatorially large belief states
IJCAI'05 Proceedings of the 19th international joint conference on Artificial intelligence
Searching over metapositions in kriegspiel
CG'04 Proceedings of the 4th international conference on Computers and Games
Overconfidence or paranoia? search in imperfect-information games
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
Asymptotically optimal encodings of conformant planning in QBF
AAAI'07 Proceedings of the 22nd national conference on Artificial intelligence - Volume 2
Dominance and equivalence for sensor-based agents
AAAI'07 Proceedings of the 22nd national conference on Artificial intelligence - Volume 2
Monte Carlo tree search techniques in the game of Kriegspiel
IJCAI'09 Proceedings of the 21st international jont conference on Artifical intelligence
Monte Carlo tree search in Kriegspiel
Artificial Intelligence
Strategy generation in multi-agent imperfect-information pursuit games
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
Playing the perfect Kriegspiel endgame
Theoretical Computer Science
Solving kriegspiel endings with brute force: the case of KR vs. k
ACG'09 Proceedings of the 12th international conference on Advances in Computer Games
Automated verification of state sequence invariants in general game playing
Artificial Intelligence
Hi-index | 0.01 |
The paper reports on new algorithms for solving partially observable games. Whereas existing algorithms apply AND-OR search to a tree of blackbox belief states, our "incremental" versions treat uncertainty as a new search dimension, examining the physical states within a belief state to construct solution trees incrementally. On a newly created database of checkmate problems for Kriegspiel (a partially observable form of chess), incrementalization yields speedups of two or more orders of magnitude on hard instances.