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Human beings are considered as the most intelligent species on Earth. The ability to think, to create, to innovate, are the key elements which make humans superior over other existing species on Earth. Machines lack all those elements,…
A Tree Markov Decision Problem (T-MDP) is a finite-horizon MDP with a starting state $s_{1}$, in which every state is reachable from $s_{1}$ through exactly one state-action trajectory. T-MDPs arise naturally as abstractions of decision…
For over a decade now, robotics and the use of artificial agents have become a common thing.Testing the performance of new path finding or search space optimization algorithms has also become a challenge as they require simulation or an…
An evolutionary tree (phylogenetic tree) is a binary, rooted, unordered tree that models the evolutionary history of currently living species in which leaves are labeled by species. In this paper, we investigate the problem of finding the…
Gradient Boosted Decision Trees (GBDTs) are widely used for building ranking and relevance models in search and recommendation. Considerations such as latency and interpretability dictate the use of as few features as possible to train…
Achieving highly dynamic humanoid parkour on unseen, complex terrains remains a challenge in robotics. Although general locomotion policies demonstrate capabilities across broad terrain distributions, they often struggle with arbitrary and…
This paper presents a sensor-level mapless collision avoidance algorithm for use in mobile robots that map raw sensor data to linear and angular velocities and navigate in an unknown environment without a map. An efficient training strategy…
This paper introduces a sampling-based strategy synthesis algorithm for nondeterministic hybrid systems with complex continuous dynamics under temporal and reachability constraints. We model the evolution of the hybrid system as a…
This paper introduces a new negotiating agent model for automated negotiation. We focus on applications without time pressure with multidi-mensional negotiation on both continuous and discrete domains. The agent bidding strategy relies on…
We focus on the problem of performing random walks efficiently in a distributed network. Given bandwidth constraints, the goal is to minimize the number of rounds required to obtain a random walk sample. We first present a fast sublinear…
This paper presents a novel algorithm, called MRRT, which uses multiple rapidly-exploring random trees for fast online replanning of autonomous vehicles in dynamic environments with moving obstacles. The proposed algorithm is built upon the…
In recent years, Monte Carlo tree search (MCTS) has achieved widespread adoption within the game community. Its use in conjunction with deep reinforcement learning has produced success stories in many applications. While these approaches…
This paper describes a new algorithm for decision making in two-player real-time video games. As with Monte Carlo Tree Search, the algorithm can be used without heuristics and has been developed for use in general video game AI. The…
We introduce a batched lazy algorithm for supervised classification using decision trees. It avoids unnecessary visits to irrelevant nodes when it is used to make predictions with either eagerly or lazily trained decision trees. A set of…
Tree of Thoughts (ToT) enhances Large Language Model (LLM) reasoning by structuring problem-solving as a spanning tree. However, recent methods focus on search accuracy while overlooking computational efficiency. The challenges of…
The article presents research on the use of Monte-Carlo Tree Search (MCTS) methods to create an artificial player for the popular card game "The Lord of the Rings". The game is characterized by complicated rules, multi-stage round…
In this paper, we perform a minimalistic quantization of the classical game of tic-tac-toe, by allowing superpositions of classical moves. In order for the quantum game to reduce properly to the classical game, we require legal quantum…
The best algorithm so far for solving Simple Stochastic Games is Ludwig's randomized algorithm which works in expected $2^{O(\sqrt{n})}$ time. We first give a simpler iterative variant of this algorithm, using Bland's rule from the simplex…
The traveling tournament problem (TTP) is to minimize the total traveling distance of all teams in a double round-robin tournament. In this paper, we focus on TTP-2, in which each team plays at most two consecutive home games and at most…
Most people struggle with prioritizing work. While inexact heuristics have been developed over time, there is still no tractable principled algorithm for deciding which of the many possible tasks one should tackle in any given day, month,…