1 code implementation • 16 Mar 2023 • Jakub Kowalski, Elliot Doe, Mark H. M. Winands, Daniel Górski, Dennis J. N. J. Soemers
Furthermore, we extend this new algorithm to properly address games with draws, like Awari, by adding an additional layer of PNS on top of the MCTS tree.
no code implementations • 14 Dec 2022 • Florian Wimmenauer, Matúš Mihalák, Mark H. M. Winands
We consider such a setting with a black-box job-shop system and an unknown scheduling heuristic that, for a given permutation of jobs, schedules the jobs for the black-box job-shop with the goal of minimizing the makespan.
no code implementations • 8 Jun 2022 • Elliot Doe, Mark H. M. Winands, Dennis J. N. J. Soemers, Cameron Browne
Proof-Number Search (PNS) and Monte-Carlo Tree Search (MCTS) have been successfully applied for decision making in a range of games.
2 code implementations • 14 Dec 2021 • Jakub Kowalski, Maksymilian Mika, Wojciech Pawlik, Jakub Sutowicz, Marek Szykuła, Mark H. M. Winands
These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons.
no code implementations • 12 Feb 2020 • Cliff Laschet, Jorn op den Buijs, Mark H. M. Winands, Steffen Pauws
A predictive model is developed using the National Home and Hospice Care Survey (NHHCS) dataset to quantify the effect of care services on the risk of re-hospitalization.
no code implementations • 31 May 2019 • Cameron Browne, Dennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Michael Conrad, Walter Crist, Thierry Depaulis, Eddie Duggan, Fred Horn, Steven Kelk, Simon M. Lucas, João Pedro Neto, David Parlett, Abdallah Saffidine, Ulrich Schädler, Jorge Nuno Silva, Alex de Voogt, Mark H. M. Winands
Digital Archaeoludology (DAL) is a new field of study involving the analysis and reconstruction of ancient games from incomplete descriptions and archaeological evidence using modern computational techniques.
1 code implementation • 13 May 2019 • Éric Piette, Dennis J. N. J. Soemers, Matthew Stephenson, Chiara F. Sironi, Mark H. M. Winands, Cameron Browne
While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialised and computationally inefficient.
no code implementations • 2 Jun 2014 • Marc Lanctot, Mark H. M. Winands, Tom Pepels, Nathan R. Sturtevant
In recent years, combining ideas from traditional minimax search in MCTS has been shown to be advantageous in some domains, such as Lines of Action, Amazons, and Breakthrough.