Cooperative Multi-Agent Learning: The State of the Art
Autonomous Agents and Multi-Agent Systems
CG '08 Proceedings of the 6th international conference on Computers and Games
Automatic heuristic construction in a complete general game player
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
Last-branch and speculative pruning algorithms for max
IJCAI'03 Proceedings of the 18th international joint conference on Artificial intelligence
Leaf-value tables for pruning non-zero-sum games
IJCAI'05 Proceedings of the 19th international joint conference on Artificial intelligence
Mixing search strategies for multi-player games
IJCAI'09 Proceedings of the 21st international jont conference on Artifical intelligence
Feature construction for reinforcement learning in hearts
CG'06 Proceedings of the 5th international conference on Computers and games
Enhancements for multi-player Monte-Carlo tree search
CG'10 Proceedings of the 7th international conference on Computers and games
Modeling social preferences in multi-player games
The 10th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
Improving game-tree search by incorporating error propagation and social orientations
The 10th International Conference on Autonomous Agents and Multiagent Systems - Volume 3
The adversarial activity model for bounded rational agents
Autonomous Agents and Multi-Agent Systems
Similarity pruning in PrOM search
ACG'05 Proceedings of the 11th international conference on Advances in Computer Games
Player modeling, search algorithms and strategies in multi-player games
ACG'05 Proceedings of the 11th international conference on Advances in Computer Games
Current challenges in multi-player game search
CG'04 Proceedings of the 4th international conference on Computers and Games
Max-Prob: an unbiased rational decision making procedure for multiple-adversary environments
IJCAI'11 Proceedings of the Twenty-Second international joint conference on Artificial Intelligence - Volume Volume One
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