Zobrazeno 1 - 8
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pro vyhledávání: '"Alex Nash"'
Autor:
Lorelei Koss, Alex Nash
Publikováno v:
Journal of Difference Equations and Applications. 29:297-314
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 11:108-114
Video-game designers often tessellate continuous 2-dimensional terrain into a grid of blocked and unblocked square cells. The three main ways to calculate short paths on such a grid are to determine truly shortest paths, shortest vertex paths and sho
Let $a$, $b$, and $n$ be integers with $0
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::4781223dc71df3a60b92c28dd5409411
http://arxiv.org/abs/2201.10506
http://arxiv.org/abs/2201.10506
Publikováno v:
Artificial Intelligence. 301:103560
In video games and robotics, one often discretizes a continuous 2D environment into a regular grid with blocked and unblocked cells and then finds shortest paths for the agents on the resulting grid graph. Shortest grid paths, of course, are not nece
Grids with blocked and unblocked cells are often used to represent terrain in robotics and video games. However, paths formed by grid edges can be longer than true shortest paths in the terrain since their headings are artificially constrained. We pr
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::c5b122bb7f25d10263a7e67c93c0f54e
http://arxiv.org/abs/1401.3843
http://arxiv.org/abs/1401.3843
Autor:
Todd Neller, John DeNero, Dan Klein, Sven Koenig, William Yeoh, Xiaoming Zheng, Kenny Daniel, Alex Nash, Zachary Dodds, Giuseppe Carenini, David Poole, Chris Brooks
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence. 24:1919-1921
The Model AI Assignments session seeks to gather and disseminate the best assignment designs of the Artificial Intelligence (AI) Education community. Recognizing that assignments form the core of student learning experience, we here present abstracts
Autor:
Sven Koenig, Alex Nash
Publikováno v:
AI Magazine; Vol 34, No 4: Winter 2013; 85-107
Navigating an agent from a given start coordinate to a given goal coordinate through a continuous environment is one of the most important problems faced by roboticists and video game developers. Traditional edge-constrained find-path algorithms prop
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::bcb0675c0f0bc1350469588335721ebe
http://aaai.org/ojs/index.php/aimagazine/article/view/2512
http://aaai.org/ojs/index.php/aimagazine/article/view/2512