Related papers: Towards a Model of Puzznic
Discovering significant itemsets is one of the fundamental problems in data mining. It has recently been shown that constraint programming is a flexible way to tackle data mining tasks. With a constraint programming approach, we can easily…
A description of the environment cognition process by intelligent systems with a fixed set of system goals is suggested. Such a system is represented by the set of its goals only without any models of the system elements or the environment.…
Planimation is a modular and extensible open source framework to visualise sequential solutions of planning problems specified in PDDL. We introduce a preliminary declarative PDDL-like animation profile specification, expressive enough to…
One-directional traffic on two-lanes is modeled in the framework of a spring-block type model. A fraction $q$ of the cars are allowed to change lanes, following simple dynamical rules, while the other cars keep their initial lane. The…
Learning motion planners to move robot from one point to another within an obstacle-occupied space in a collision-free manner requires either an extensive amount of data or high-quality demonstrations. This requirement is caused by the fact…
Many puzzle video games, like Sokoban, involve moving some agent in a maze. The reachable locations are usually apparent for a human player, and the difficulty of the game is mainly related to performing actions on objects, such as pushing…
Interpretable Machine Learning faces a recurring challenge of explaining the predictions made by opaque classifiers such as ensemble models, kernel methods, or neural networks in terms that are understandable to humans. When the model is…
Answer set programming (ASP) aims to realize the AI vision: The user specifies the problem, and the computer solves it. Indeed, ASP has made this vision true in many application domains. However, will current ASP solving techniques scale up…
Game Theory studies situations in which multiple agents having conflicting objectives have to reach a collective decision. The question of a compact representation language for agents utility function is of crucial importance since the…
This thesis presents some geometric insights into three different types of two player prediction games -- namely general learning task, prediction with expert advice, and online convex optimization. These games differ in the nature of the…
In this paper, we propose a novel approach for solving linear numeric planning problems, called Symbolic Pattern Planning. Given a planning problem $\Pi$, a bound $n$ and a pattern -- defined as an arbitrary sequence of actions -- we encode…
Learning to program has become common in schools, higher education and individual learning. Although testing is an important aspect of programming, it is often neglected in education due to a perceived lack of time and knowledge, or simply…
The current paradigm for motion planning generates solutions from scratch for every new problem, which consumes significant amounts of time and computational resources. For complex, cluttered scenes, motion planning approaches can often…
Planning with options -- a sequence of primitive actions -- has been shown effective in reinforcement learning within complex environments. Previous studies have focused on planning with predefined options or learned options through expert…
Constraint programming is used for a variety of real-world optimisation problems, such as planning, scheduling and resource allocation problems. At the same time, one continuously gathers vast amounts of data about these problems. Current…
The author has long enjoyed using the CSP refinement checker FDR to solve puzzles, as witnessed by examples in \cite{tpc,ucs}. Recent experiments have shown that a number of games of patience (card games for one) are now well within bounds.…
Difficulty is one of the key drivers of player engagement and it is often one of the aspects that designers tweak most to optimise the player experience; operationalising it is, therefore, a crucial task for game development studios. A…
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…
Mastermind is in essence a search problem in which a string of symbols that is kept secret must be found by sequentially playing strings that use the same alphabet, and using the responses that indicate how close are those other strings to…
Playing games is inherently human, and a lot of games are created to challenge different human characteristics. However, these tasks are often left out when evaluating the human-like nature of artificial models. The objective of this work…