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This paper collects heuristics of Go Game and employs them to achieve coverage of dense wireless sensor networks. In this paper, we propose an algorithm based on Go heuristics and validate it. Investigations show that it is very promising…
We generalize the Safe Extremum Seeking algorithm to address the minimization of an unknown objective function subject to multiple unknown inequality and equality constraints, relying on recent results of gradient flow systems. These…
Data selection is designed to accelerate learning with preserved performance. To achieve this, a fundamental thought is to identify informative data samples with significant contributions to the training. In this work, we propose…
Werewolf is a popular party game throughout the world, and research on its significance has progressed in recent years. The Werewolf game is based on conversation, and in order to win, participants must use all of their cognitive abilities.…
The Grey Wolf Optimizer (GWO) is recognized as a novel meta-heuristic algorithm inspired by the social leadership hierarchy and hunting mechanism of grey wolves. It is well-known for its simple parameter setting, fast convergence speed, and…
The strength of chess engines together with the availability of numerous chess games have attracted the attention of chess players, data scientists, and researchers during the last decades. State-of-the-art engines now provide an…
Agentic Test-Time Scaling (TTS) has delivered state-of-the-art (SOTA) performance on complex software engineering tasks such as code generation and bug fixing. However, its practical adoption remains limited due to significant computational…
The game of Go has long served as a benchmark for artificial intelligence, demanding sophisticated strategic reasoning and long-term planning. Previous approaches such as AlphaGo and its successors, have predominantly relied on model-based…
We explore the use of Evolution Strategies (ES), a class of black box optimization algorithms, as an alternative to popular MDP-based RL techniques such as Q-learning and Policy Gradients. Experiments on MuJoCo and Atari show that ES is a…
In the context of unconstraint numerical optimization, this paper investigates the global linear convergence of a simple probabilistic derivative-free optimization algorithm (DFO). The algorithm samples a candidate solution from a standard…
Provably correct distributed protocols, which are a critical component of modern distributed systems, are highly challenging to design and have often required decades of human effort. These protocols allow multiple agents to coordinate to…
This paper investigates a class of games with large strategy spaces, motivated by challenges in AI alignment and language games. We introduce the hidden game problem, where for each player, an unknown subset of strategies consistently…
Multi-mode resource-constrained project scheduling problems (MRCPSPs) are classified as NP-hard problems, in which a task has different execution modes characterized by different resource requirements. Estimation of distribution algorithm…
We propose approximately exact line search (AELS), which uses only function evaluations to select a step size within a constant fraction of the exact line search minimizer of a unimodal objective. We bound the number of iterations and…
Reinforcement Learning has recently surfaced as a very powerful tool to solve complex problems in the domain of board games, wherein an agent is generally required to learn complex strategies and moves based on its own experiences and…
Games, in their mathematical sense, are everywhere (game industries, economics, defense, education, chemistry, biology, ...).Search algorithms in games are artificial intelligence methods for playing such games. Unfortunately, there is no…
Leveraging planning during learning and decision-making is central to the long-term development of intelligent agents. Recent works have successfully combined tree-based search methods and self-play learning mechanisms to this end. However,…
Weighted timed games are two-player zero-sum games played in a timed automaton equipped with integer weights. We consider optimal reachability objectives, in which one of the players, that we call Min, wants to reach a target location while…
Dogfight is a tactical behavior of cooperation between fighters. Inspired by this, this paper proposes a novel metaphor-free metaheuristic algorithm called Dogfight Search (DoS). Unlike traditional algorithms, DoS draws algorithmic…
Traditional search algorithms have issues when applied to games of imperfect information where the number of possible underlying states and trajectories are very large. This challenge is particularly evident in trick-taking card games.…