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This paper addresses the problem of Multi-robot Coverage Path Planning (MCPP) for unknown environments in the presence of robot failures. Unexpected robot failures can seriously degrade the performance of a robot team and in extreme cases…

Robotics · Computer Science 2021-05-11 Junnan Song , Shalabh Gupta

Neural networks and deep learning are often deployed for the sake of the most comprehensive music generation with as little involvement as possible from the human musician. Implementations in aid of, or being a tool for, music practitioners…

Sound · Computer Science 2024-05-14 Alex Wastnidge

Using semi-tensor product (STP) of matrices, the profile evolutionary equation (PEE) for repeated finite games is obtained. By virtue of PEE, the zero-determinant (ZD) strategies are developed for general finite games. A formula is then…

Optimization and Control · Mathematics 2023-11-14 Daizhan Cheng , Changxi Li

Neural networks are increasingly used in real-time systems, such as automated driving applications. This requires high-performance hardware with predictable timing behavior. State-of-the-art real-time hardware is limited in memory and…

Hardware Architecture · Computer Science 2024-10-15 Maximilian Kirschner , Konstantin Dudzik , Jürgen Becker

In this paper, the idea of applying Computational Intelligence in the process of creation board games, in particular mazes, is presented. For two different algorithms the proposed idea has been examined. The results of the experiments are…

Neural and Evolutionary Computing · Computer Science 2016-01-29 Dawid Polap , Marcin Wozniak , Christian Napoli , Emiliano Tramontana

A variety of practical problems can be modeled by the decision-making process in multi-player games where a group of self-interested players aim at optimizing their own local objectives, while the objectives depend on the actions taken by…

Optimization and Control · Mathematics 2023-01-09 Yuanhanqing Huang , Jianghai Hu

Developmental Graph Cellular Automata (DGCA) are a novel model for morphogenesis, capable of growing directed graphs from single-node seeds. In this paper, we show that DGCAs can be trained to grow reservoirs. Reservoirs are grown with two…

Neural and Evolutionary Computing · Computer Science 2025-12-11 Matias Barandiaran , James Stovold

Co-simulation is widely used in the industry due to the emergence of modular dynamical models made up of interconnected, black-boxed systems. Several co-simulation algorithms have been developed, each with different properties and different…

Systems and Control · Electrical Eng. & Systems 2022-10-20 Yohan Eguillon , Bruno Lacabanne , Damien Tromeur-Dervout

In this work we propose a game theoretic model for document clustering. Each document to be clustered is represented as a player and each cluster as a strategy. The players receive a reward interacting with other players that they try to…

Artificial Intelligence · Computer Science 2017-04-07 Rocco Tripodi , Marcello Pelillo

Machine learning has become a fundamental approach for modeling, prediction, and control, enabling systems to learn from data and perform complex tasks. Reservoir computing is a machine learning tool that leverages high-dimensional…

Systems and Control · Electrical Eng. & Systems 2026-05-12 Sahand Tangerami , Nicholas A. Mecholsky , Francesco Sorrentino

Granular materials are very common in the everyday world. Media such as sand, soil, gravel, food stuffs, pharmaceuticals, etc. all have similar irregular flow since they are composed of numerous small solid particles. In video games,…

Cellular Automata and Lattice Gases · Physics 2021-03-10 Jonathan Devlin , Micah D. Schuster

MCBooster is a header-only, C++11-compliant library that provides routines to generate and perform calculations on large samples of phase space Monte Carlo events. To achieve superior performance, MCBooster is capable to perform most of its…

High Energy Physics - Experiment · Physics 2017-02-21 A. A. Alves , M. D. Sokoloff

Discrete-time replicator map is a prototype of evolutionary selection game dynamical models that have been very successful across disciplines in rendering insights into the attainment of the equilibrium outcomes, like the Nash equilibrium…

Populations and Evolution · Quantitative Biology 2021-02-22 Archan Mukhopadhyay , Sagar Chakraborty

We develop a fully-coupled, fully-implicit approach for phase-field modeling of solidification in metals and alloys. Predictive simulation of solidification in pure metals and metal alloys remains a significant challenge in the field of…

Computational Engineering, Finance, and Science · Computer Science 2021-10-05 Supriyo Ghosh , Christopher K. Newman , Marianne M. Francois

Cooperation played a significant role in the self-organization and evolution of living organisms. Both network topology and the initial position of cooperators heavily affect the cooperation of social dilemma games. We developed a novel…

Molecular Networks · Quantitative Biology 2013-07-02 Gabor I. Simko , Peter Csermely

Recent progress in reinforcement learning (RL) using self-game-play has shown remarkable performance on several board games (e.g., Chess and Go) as well as video games (e.g., Atari games and Dota2). It is plausible to consider that RL,…

Artificial Intelligence · Computer Science 2019-05-10 Ruiyang Xu , Karl Lieberherr

We introduce GamEDAI, a hierarchical multi-agent framework that transforms instructor-provided questions into fully playable, pedagogically grounded educational games validated through formal mechanic contracts. Built on phase-based…

Artificial Intelligence · Computer Science 2026-05-11 Shiven Agarwal , Yash Shah , Ashish Raj Shekhar , Priyanuj Bordoloi , Vivek Gupta

Many popular video games use pseudorandom number generators to create randomly distributed locations for game objects as highly unpredictable as possible. Some scenarios like game competition also need reproducible randomness, namely the…

Cryptography and Security · Computer Science 2024-03-05 Chenxiao Zhou

Reinforcement-based learning dynamics may exhibit several limitations when applied in a distributed setup. In (repeatedly-played) multi-player/action strategic-form games, and when each player applies an independent copy of the learning…

Computer Science and Game Theory · Computer Science 2025-11-25 Georgios C. Chasparis

The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of…

Machine Learning · Computer Science 2024-04-08 Florian Rupp , Manuel Eberhardinger , Kai Eckert