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Skip to Search Results- 4Distributed computing
- 4Programming environments
- 3Computer Games
- 3Computer games
- 3Generative pattern
- 3Scripting language
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2008
Schaeffer, Jonathan, Sturtevant, Nathan, Holte, Robert, Anderson, Ken
Technical report TR08-05. The following report describes some techniques that generalize and attempt to improve upon the Coarse-to-Fine Dynamic Programming (CFDP) algorithm developed by Christopher Raphael. CFDP uses a hierarchy of abstraction graphs, iteratively searches to find optimal...
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1994
Szafron, Duane, Schaeffer, Jonathan
Technical report TR94-03. The growth of commercial and academic interest in parallel and distributed computing during the past fifteen years has been accompanied by a corresponding increase in the number of available parallel programming systems (PPS). However, little work has been done to...
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1994
Iglinski, Paul, Smith, Carol, Morrow, Chris, Szafron, Duane, Schaeffer, Jonathan, Parsons, Ian, Kornelsen, Randal
Technical report TR94-04. This document is a user's manual for version 2.2 of the Enterprise parallel programming system. Enterprise is an interactive graphical programming environment for designing, coding, debugging, testing and executing programs in a distributed hardware environment. ...
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1992
Technical report TR92-19. In August 1992, the first man versus machine world championship took place. The champion, Dr. Marion Tinsley, is arguably the greatest checkers player that ever lived. The challenger was the computer checkers program Chinook, a 3 year team effort from the University of...
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1998
Schaeffer, Jonathan, Novillo, Diego, Unrau, Ronald
Technical report TR98-11. Most current compiler analysis techniques are unable to cope with the semantics introduced by explicit parallel and synchronization constructs in parallel programs. In this paper we introduce new analysis and optimization techniques for compiling explicitly parallel...
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The APHID Parallel alpha-beta Search Algorithm
1996
Schaeffer, Jonathan, Brockington, Mark
Technical report TR96-07. This paper introduces the APHID (Asynchronous Parallel Hierarchical Iterative Deepening) game-tree search algorithm. An APHID search is a hierarchical search with a master controlling the top of the tree (d' ply), and the slaves searching the rest of the tree (d-d'...
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1994
de Bruin, Arie, Pijls, Wim, Schaeffer, Jonathan, Plaat, Aske
Technical report TR94-19. Knuth and Moore presented a theoretical lower bound on the number of leaves that any fixed-depth minimax tree-search algorithm traversing a uniform tree must explore, the so-called minimal tree Since real-life minimax trees aren't uniform, the exact size of this tree...
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1994
Schaeffer, Jonathan, Pijls, Wim, Plaat, Aske, de Bruin, Arie
Technical report TR94-17. In 1979 Stockman introduced the SSS* minimax search algorithm that dominates Alpha-Beta in the number of leaf nodes expanded. Further investigation of the algorithm showed that it had three serious drawbacks, which prevented its use by practitioners: it is difficult to...
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2007
Schaeffer, Jonathan, Siegel, Jeff, Duff, Harvey, Schumacher, Allan, Roy, Thomas, Gillis, Stephanie, Onuczko, Curtis, McNaughton, Matthew, Carbonaro, Mike, Waugh, Kevin, Szafron, Duane, Cutumisu, Maria
The traditional approach to implementing interactions between a player character (PC) and objects in computer games is to write scripts in a procedural scripting language. These scripts are usually so complex that they must be written by a computer programmer rather than by the author of the game...
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1995
de Bruin, Arie, Plaat, Aske, Schaeffer, Jonathan, Pijls, Wim
Technical report TR95-15. This paper has three main contributions to our understanding of fixed-depth minimax search: (A) A new formulation for Stockman's SSS* algorithm, based on Alpha-Beta, is presented. It solves all the perceived drawbacks of SSS, finally transforming it into a practical...