Incomplete tree search using adaptive probing
IJCAI'01 Proceedings of the 17th international joint conference on Artificial intelligence - Volume 1
*-MINIMAX performance in backgammon
CG'04 Proceedings of the 4th international conference on Computers and Games
Geogames: Designing Location-Based Games from Classic Board Games
IEEE Intelligent Systems
Adversarial search with procedural knowledge heuristic
Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 2
UCT for tactical assault planning in real-time strategy games
IJCAI'09 Proceedings of the 21st international jont conference on Artifical intelligence
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
Using double-oracle method and serialized alpha-beta search for pruning in simultaneous move games
IJCAI'13 Proceedings of the Twenty-Third international joint conference on Artificial Intelligence
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Creating strong AI forces in military war simulations or RTS video games poses many challenges including partially observable states, a possibly large number of agents and actions, and simultaneous concurrent move execution In this paper we consider a tactical sub–problem that needs to be addressed on the way to strong computer generated forces: abstract combat games in which a small number of inhomogeneous units battle with each other in simultaneous move rounds until all members of one group are eliminated We present and test several adversarial heuristic search algorithms that are able to compute reasonable actions in those scenarios using short time controls Tournament results indicate that a new algorithm for simultaneous move games which we call “randomized alpha–beta search” (RAB) can be used effectively in the abstract combat application we consider In this application it outperforms the other algorithms we implemented We also show that RAB's performance is correlated with the degree of simultaneous move interdependence present in the game.