148 research outputs found

    This House Proves that Debating is Harder than Soccer

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    During the last twenty years, a lot of research was conducted on the sport elimination problem: Given a sports league and its remaining matches, we have to decide whether a given team can still possibly win the competition, i.e., place first in the league at the end. Previously, the computational complexity of this problem was investigated only for games with two participating teams per game. In this paper we consider Debating Tournaments and Debating Leagues in the British Parliamentary format, where four teams are participating in each game. We prove that it is NP-hard to decide whether a given team can win a Debating League, even if at most two matches are remaining for each team. This contrasts settings like football where two teams play in each game since there this case is still polynomial time solvable. We prove our result even for a fictitious restricted setting with only three teams per game. On the other hand, for the common setting of Debating Tournaments we show that this problem is fixed parameter tractable if the parameter is the number of remaining rounds kk. This also holds for the practically very important question of whether a team can still qualify for the knock-out phase of the tournament and the combined parameter k+bk + b where bb denotes the threshold rank for qualifying. Finally, we show that the latter problem is polynomial time solvable for any constant kk and arbitrary values bb that are part of the input.Comment: 18 pages, to appear at FUN 201

    Grid coevolution for adaptive simulations; application to the building of opening books in the game of Go

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    International audienceThis paper presents a successful application of parallel (grid) coevolution applied to the building of an opening book (OB) in 9x9 Go. Known sayings around the game of Go are refound by the algorithm, and the resulting program was also able to credibly comment openings in professional games of 9x9 Go. Interestingly, beyond the application to the game of Go, our algorithm can be seen as a ”meta”-level for the UCT-algorithm: ”UCT applied to UCT” (instead of ”UCT applied to a random player” as usual), in order to build an OB. It is generic and could be applied as well for analyzing a given situation of a Markov Decision Process

    Multi Sense Embeddings from Topic Models

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    Distributed word embeddings have yielded state-of-the-art performance in many NLP tasks, mainly due to their success in capturing useful semantic information. These representations assign only a single vector to each word whereas a large number of words are polysemous (i.e., have multiple meanings). In this work, we approach this critical problem in lexical semantics, namely that of representing various senses of polysemous words in vector spaces. We propose a topic modeling based skip-gram approach for learning multi-prototype word embeddings. We also introduce a method to prune the embeddings determined by the probabilistic representation of the word in each topic. We use our embeddings to show that they can capture the context and word similarity strongly and outperform various state-of-the-art implementations

    Fifth Aeon – A.I Competition and Balancer

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    Collectible Card Games (CCG) are one of the most popular types of games in both digital and physical space. Despite their popularity, there is a great deal of room for exploration into the application of artificial intelligence in order to enhance CCG gameplay and development. This paper presents Fifth Aeon a novel and open source CCG built to run in browsers and two A.I applications built upon Fifth Aeon. The first application is an artificial intelligence competition run on the Fifth Aeon game. The second is an automatic balancing system capable of helping a designer create new cards that do not upset the balance of an existing collectible card game. The submissions to the A.I competition include one that plays substantially better than the existing Fifth Aeon A.I with a higher winrate across multiple game formats. The balancer system also demonstrates an ability to automatically balance several types of cards against a wide variety of parameters. These results help pave the way to cheaper CCG development with more compelling A.I opponents

    1975 Modulus

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    1975 Yearbook for Rose-Hulman Institute of Technology Terre Haute, IN 47803https://scholar.rose-hulman.edu/modulus/1056/thumbnail.jp

    Coordination methodologies applied to RoboCup : a graphical definition of setplays

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    Tese de mestrado integrado. Engenharia Informática e Computação. Faculdade de Engenharia. Universidade do Porto. 200

    1998 Modulus

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    1998 Yearbook for Rose-Hulman Institute of Technology Terre Haute, IN 47803https://scholar.rose-hulman.edu/modulus/1079/thumbnail.jp
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