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- 59Artificial Intelligence
- 15Machine Learning
- 7Computer Games
- 6Reinforcement Learning
- 5Computing Science
- 4Müller, Martin
- 3Mueller, Martin
- 2Johanson, Michael
- 2Nakhost, Hootan
- 2Pelletier, Francis J.
- 2Schaeffer, Jonathan
- 33Graduate Studies and Research, Faculty of
- 33Graduate Studies and Research, Faculty of/Theses and Dissertations
- 18Computing Science, Department of
- 18Computing Science, Department of/Technical Reports (Computing Science)
- 3WISEST Summer Research Program
- 3WISEST Summer Research Program/WISEST Research Posters
Displaying believable emotional reactions in virtual characters is required in applications ranging from virtual-reality trainers to video games. Manual scripting is the most frequently used method and enables an arbitrarily high fidelity of the emotions displayed. However, scripting is labor...
Technical report TR10-04. This paper describes a novel and fast placement algorithm for field programmable gate array (FPGA) design space exploration. The proposed algorithm generates the placement based on the topological similarity between two configurations (netlists) in the design space....
Action Elimination and Plan Neighborhood Graph Search: Two Algorithms for Plan Improvement - Extended VersionDownload
Technical report TR10-01. Compared to optimal planners, satisficing planners can solve much harder problems but may produce overly costly and long plans. Plan quality for satisficing planners has become increasingly important. The most recent planning competition IPC-2008 used the cost of the...
While greedy best-first search (GBFS) is a popular algorithm for solving automated planning tasks, it can exhibit poor performance if the heuristic in use mistakenly identifies a region of the search space as promising. In such cases, the way the algorithm greedily trusts the heuristic can cause...
Reinforcement Learning is a formalism for learning by trial and error. Unfortunately, trial and error can take a long time to find a solution if the agent does not efficiently explore the behaviours available to it. Moreover, how an agent ought to explore depends on the task that the agent is...
An agent in an adversarial, imperfect information environment must sometimes decide whether or not to take an action and, if they take the action, must choose a parameter value associated with that action. Examples include choosing to buy or sell some amount of resources or choosing whether or...
Automated sports commentary is a form of automated narrative and human-computer interaction. Sports commentary exists to keep the viewer informed and entertained. One way to entertain the viewer is by telling brief stories relevant to the game in progress. We introduce a system called the...
Most of the satisficing planners which are based on heuristic search iteratively improve their solution quality through an anytime approach. Typically, the lowest-cost solution found so far is used to constrain the search. This avoids areas of the state space which cannot directly lead to lower...
Answer typing is an important aspect of the question answering process. Most commonly addressed with the use of a fixed set of possible answer classes via question classification, answer typing influences which answers will ultimately be selected as correct. Answer typing introduces the concept...