向外供接触 发表于 2025-4-1 02:15:46
Werewolf Game Modeling Using Action Probabilities Based on Play Log Analysis,tion experiments of the werewolf game using an agent based on our proposed behavioral model, as well as a random agent for comparison. Consequently, we obtained an 81.55% coincidence ratio of agent behavior versus human behavior.Between 发表于 2025-4-1 09:31:34
Quantified Integer Programs with Polyhedral Uncertainty Set, within their upper and lower bounds. We extend this idea by adding constraints for the universal variables, i.e., restricting the universal player to some polytope instead of the hypercube created by bounds. We also show how this extended structure can be polynomial-time reduced to a QIP.occurrence 发表于 2025-4-1 11:53:14
An Analysis of Majority Systems with Dependent Agents in a Simple Subtraction Game,ted couples perform better than those with positive correlation within the couples. From computer chess practice it was at least known that systems of very positively correlated bots were not too successful.在驾驶 发表于 2025-4-1 15:59:17
Using Partial Tablebases in Breakthrough,be able to construct a reasonable endgame tablebase on the standard 8 . 8 board, or even on a 6 . 6 board. The fact that Breakthrough pieces only move forward allows us to create partial tablebases on the last . rows of each side of the board. We show how doing this enables us to create a much stron叙述 发表于 2025-4-1 18:49:25
http://reply.papertrans.cn/24/2347/234647/234647_65.pngattenuate 发表于 2025-4-2 02:20:02
http://reply.papertrans.cn/24/2347/234647/234647_66.pngMAIM 发表于 2025-4-2 03:34:46
Pruning Playouts in Monte-Carlo Tree Search for the Game of Havannah,y of MCTS. The idea is to prune the decisions which seem “bad” (according to the previous iterations of the algorithm) before computing each playout. Thus, the method evaluates the estimated “good” moves more precisely. We have tested our improvement for the game of Havannah and compared it to sever