Mathematical proofs as graph search problems in theory courses

1999 ◽  
Vol 31 (1) ◽  
pp. 110-113
Author(s):  
Jose L. Cordova
Author(s):  
Thiago Castanheira Retes de Sousa ◽  
Rafael Lima de Carvalho

Artificial Intelligence has always been used in designing of automated agents for playing games such as Chess, Go, Defense of the Ancients 2, Snake Game, billiard and many others. In this work, we present the development and performance evaluation of an automated bot that mimics a real life player for the RPG Game Tibia. The automated bot is built using a combination of AI techniques such as graph search algorithm A* and computer vision tools like template matching. Using four algorithms to get global position of player in game, handle its health and mana, target monsters and walk through the game, we managed to develop a fully automated Tibia bot based in raw input image. We evaluated the performance of the agent in three different scenarios, collecting and analyzing metrics such as XP Gain, Supplies Usage and Balance. The simulation results shows that the developed bot is capable of producing competitive results according to in-game metrics when compared to human players.


1986 ◽  
Vol 15 (2) ◽  
pp. 478-494 ◽  
Author(s):  
Hiroshi Imai ◽  
Takao Asano

2020 ◽  
Vol 34 (02) ◽  
pp. 1536-1543
Author(s):  
Avraham Itzhakov ◽  
Michael Codish

This paper introduces incremental symmetry breaking constraints for graph search problems which are complete and compact. We show that these constraints can be computed incrementally: A symmetry breaking constraint for order n graphs can be extended to one for order n + 1 graphs. Moreover, these constraints induce a special property on their canonical solutions: An order n canonical graph contains a canonical subgraph on the first k vertices for every 1 ≤ k ≤ n. This facilitates a “generate and extend” paradigm for parallel graph search problem solving: To solve a graph search problem φ on order n graphs, first generate the canonical graphs of some order k < n. Then, compute canonical solutions for φ by extending, in parallel, each canonical order k graph together with suitable symmetry breaking constraints. The contribution is that the proposed symmetry breaking constraints enable us to extend the order k canonical graphs to order n canonical solutions. We demonstrate our approach through its application on two hard graph search problems.


2013 ◽  
Vol 48 ◽  
pp. 717-732 ◽  
Author(s):  
J.L. Pérez de la Cruz ◽  
L. Mandow ◽  
E. Machuca

This article considers the performance of the MOA* multiobjective search algorithm with heuristic information. It is shown that in certain cases blind search can be more efficient than perfectly informed search, in terms of both node and label expansions. A class of simple graph search problems is defined for which the number of nodes grows linearly with problem size and the number of nondominated labels grows quadratically. It is proved that for these problems the number of node expansions performed by blind MOA* grows linearly with problem size, while the number of such expansions performed with a perfectly informed heuristic grows quadratically. It is also proved that the number of label expansions grows quadratically in the blind case and cubically in the informed case.


Author(s):  
Jeffrey L. Adler

For a wide range of transportation network path search problems, the A* heuristic significantly reduces both search effort and running time when compared to basic label-setting algorithms. The motivation for this research was to determine if additional savings could be attained by further experimenting with refinements to the A* approach. We propose a best neighbor heuristic improvement to the A* algorithm that yields additional benefits by significantly reducing the search effort on sparse networks. The level of reduction in running time improves as the average outdegree of the network decreases and the number of paths sought increases.


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