National Repository of Grey Literature 3 records found  Search took 0.00 seconds. 
PNS for the game Arimaa
Majerech, Ondřej ; Hric, Jan (advisor) ; Valla, Tomáš (referee)
The game of Arimaa is a strategic board game that has proved to be a challenge to computers. Not only because of its huge branching factor, but also thanks to the difficulty in creating a good evaluation function to be used with the Alpha-Beta algorithm. Proof-Number Search is an algorithm that does not depend on a heuristic evaluation function and it has been successfully applied to solving endgames of various other games. In this work, we adapt and implement the Proof-Number Search method for the game of Arimaa.
Solving Algorithms for Multi-agent Path Planning with Dynamic Obstacles
Majerech, Ondřej ; Surynek, Pavel (advisor) ; Vlk, Marek (referee)
In this work we present the problem of multi-agent path-finding with dynamic obstacles, a generalisation of multi-agent path-finding (MAPF) in which the environment contains randomly-moving dynamic obstacles. This generalisation can be though of as an abstraction of incomplete knowledge of the environment or as a simplification of the multi-agent path-finding where we do not include all agents in the cooperative planner. We adapt three planning algorithms for MAPF to work in an environment with dy- namic obstacles: Local-Repair A* (LRA*), Windowed Hierarchical Cooper- ative A* (WHCA*) and Operator Decomposition with Independence Detec- tion (OD/ID). In addition, we propose two heuristics for these algorithms in dynamic environments: Path Rejoining and Obstacle Predictor. In our experiments, we find that LRA* and WHCA* are best suited for the dy- namic environment. The Path Rejoining heuristic is successful in improving run-times at a small cost in makespan. Obstacle Prediction is capable of lowering the number of times a plan has to be found, but the overhead of our implementation outweighs any performance benefits in most cases. 1
PNS for the game Arimaa
Majerech, Ondřej ; Hric, Jan (advisor) ; Valla, Tomáš (referee)
The game of Arimaa is a strategic board game that has proved to be a challenge to computers. Not only because of its huge branching factor, but also thanks to the difficulty in creating a good evaluation function to be used with the Alpha-Beta algorithm. Proof-Number Search is an algorithm that does not depend on a heuristic evaluation function and it has been successfully applied to solving endgames of various other games. In this work, we adapt and implement the Proof-Number Search method for the game of Arimaa.

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