Searching for a mobile intruder in a polygonal region
SIAM Journal on Computing
Search in games with incomplete information: a case study using Bridge card play
Artificial Intelligence
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Introduction to Reinforcement Learning
Introduction to Reinforcement Learning
Visibility-based Pursuit-evasion with Limited Field of View
International Journal of Robotics Research
Accident or intention: that is the question (in the Noisy Iterated Prisoner's Dilemma)
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
A Texas Hold'em poker player based on automated abstraction and real-time equilibrium computation
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
Leader-follower strategies for robotic patrolling in environments with arbitrary topologies
Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
Overconfidence or paranoia? search in imperfect-information games
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
The reason for the benefits of minimax search
IJCAI'89 Proceedings of the 11th international joint conference on Artificial intelligence - Volume 1
GIB: steps toward an expert-level bridge-playing program
IJCAI'99 Proceedings of the 16th international joint conference on Artifical intelligence - Volume 1
Approximating game-theoretic optimal strategies for full-scale poker
IJCAI'03 Proceedings of the 18th international joint conference on Artificial intelligence
Efficient belief-state AND-OR search, with application to Kriegspiel
IJCAI'05 Proceedings of the 19th international joint conference on Artificial intelligence
Multi-step multi-sensor hider-seeker games
IJCAI'09 Proceedings of the 21st international jont conference on Artifical intelligence
ICRA'09 Proceedings of the 2009 IEEE international conference on Robotics and Automation
Generating strategies for multi-agent pursuit-evasion games in partially observable Euclidean space
Proceedings of the 11th International Conference on Autonomous Agents and Multiagent Systems - Volume 3
Anytime algorithms for multi-agent visibility-based pursuit-evasion games
Proceedings of the 11th International Conference on Autonomous Agents and Multiagent Systems - Volume 3
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We describe a formalism and algorithms for game-tree search in partially-observable Euclidean space, and implementation and tests in a scenario where a multi-agent team, called tracking agents, pursues a target agent that wants to evade the tracking agents. Our contributions include--- • A formalism that combines geometric elements (agents' locations and trajectories and observable regions, and obstacles that restrict mobility and observability) with game-theoretic elements (information sets, utility functions, and strategies). • A recursive formula for information-set minimax values based on our formalism, and a implementation of the formula in a game-tree search algorithm. • A heuristic evaluation function for use at the leaf nodes of the game-tree search. It works by doing a quick lookahead search of its own, in a relaxed version of the problem. • Experimental results in 500 randomly generated trials. With the strategies generated by our heuristic, the tracking agents were more than twice as likely to know the target agent's location at the end of the game than with the strategies generated by heuristics that compute estimates of the target's possible locations.