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In this paper, we present a new matrix factorization method for recommender system problems, named bounded-SVD, which utilizes the constraint that all the ratings in the rating matrix are bounded within a pre-determined range. In our proposed method, the bound constraints are included in the objective function so that both the task of minimizing errors and the constraints are taken into account during...
In this paper, we present an enhanced quantum-inspired genetic algorithm (eQiGA) with a combination of proposed mechanisms: two search supportive schemes and artificial entanglement. This combination is aimed at balancing exploration and exploitation. Two schemes, namely Explore and Exploit scheme are designed with aggressive specific roles reflecting its name. Entanglement is considered to be one...
Real-Time Strategy (RTS) games typically take place in a war-like setting and are accompanied with complicated game play. They are not only difficult for human players to master, but also provide a challenging platform for AI research. In a typical RTS game, such as StarCraft, WarCraft, or Age of Empires, knowing what the opponent is doing is a great advantage and sometimes an important key to win...
In this paper, we present an application of Monte Carlo tree search (MCTS) to control ghosts in the game called Ms. Pac-Man. Our proposed ghost team consists of a ghost controlled by rules and three ghosts controlled individually by different MCTS. Given a limited time response, in order to increase the reliability of MCTS results, we introduce a mechanism for predicting Ms. Pac-Man's future movements...
This paper presents an application of Monte-Carlo planning (MCPlan) to controlling units in a RTS game StarCraft. We apply an ε — greedy algorithm to model the opponent in a simulation for improving MCPlan's performance. Experimental results are provided at the end of this paper, which show the potential of MCPlan in this domain.
We present an application of Monte-Carlo Tree Search (MCTS) to controlling ghosts in the game of Ms Pac-Man. We approach the problem by performing MCTS on each ghost's tree that represents the game state from the ghost's perspective. Our goal is to create a strong ghost team that is adaptable to a variety of Ms Pac-Man's play styles. This ghost team (ICE gUCT) won the CEC 2011 Ms Pac-Man vs Ghost...
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