Adi Botea

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Adi Botea, a computer scientist at IBM Research in Dublin, Ireland, previously affiliated with the Australian National University and NICTA, with research interests in AI planning, heuristic search, and games. He holds a Ph.D. from University of Alberta about AI panning and search, and was involved in developing of the pathfinding algorithm HPA* (Hierarchical Path-Finding A*) , and Macro-FF , a planner obtained by adding macro-operators on top of the fast forward planning system.

=Selected Publications=

2002 ...

 * Adi Botea (2002). Using Abstraction for Heuristic Search and Planning. Research Summary. In Proceedings of the 5th International Symposium on Abstraction, Reformulation, and Approximation SARA-02, volume 2371 of Lecture Notes in Artificial Intelligence, 326-327, Kananaskis, AB, Canada.
 * Adi Botea, Martin Müller, Jonathan Schaeffer (2002). Using Abstraction for Planning in Sokoban. CG 2002
 * Adi Botea, Martin Müller, Jonathan Schaeffer (2004). Near Optimal Hierarchical Path-Finding. Journal of Game Development, Vol. 1, No. 1
 * Adi Botea, Markus Enzenberger, Martin Müller, Jonathan Schaeffer (2004). Macro-FF. 4th International Planning Competition
 * Adi Botea, Markus Enzenberger, Martin Müller, Jonathan Schaeffer (2005). Macro-FF: Improving AI Planning with Automatically Learned Macro-Operators. Journal of Artificial Intelligence Research, Vol. 24, arXiv:1109.2154
 * Adi Botea (2006). Improving AI Planning and Search with Automatic Abstraction. Ph.D. thesis, University of Alberta
 * Ko-Hsin Cindy Wang, Adi Botea (2008). Fast and Memory-Efficient Multi-Agent Pathfinding. ICAPS'08, pdf
 * Akihiro Kishimoto, Alex Fukunaga, Adi Botea (2009). Scalable, Parallel Best-First Search for Optimal Sequential Planning. In Proceedings of the 19th International Conference on Automated Planning and Scheduling (ICAPS-2009) (Best Paper Award), pages 201-208, pdf

2010 ...

 * Akihiro Kishimoto, Alex Fukunaga, Adi Botea (2010). On the Scaling Behavior of HDA. SOCS 2010
 * Adi Botea (2011). Ultra-Fast Optimal Pathfinding without Runtime Search. AIIDE 2011, pdf
 * Akihiro Kishimoto, Alex Fukunaga, Adi Botea (2012). Evaluation of a Simple, Scalable, Parallel Best-First Search Strategy. arXiv:1201.3204
 * Adi Botea, Bruno Bouzy, Michael Buro, Christian Bauckhage, Dana S. Nau (2013). Pathfinding in Games. Artificial and Computational Intelligence in Games 2013, pdf
 * Peter Cowling, Michael Buro, Michal Bída, Adi Botea, Bruno Bouzy, Martin V. Butz, Philip Hingston, Hector Muñoz-Avila, Dana S. Nau, Moshe Sipper (2013). Search in Real-Time Video Games. Artificial and Computational Intelligence in Games 2013, pdf
 * Alex Fukunaga, Adi Botea, Yuu Jinnai, Akihiro Kishimoto (2017). A Survey of Parallel A*. arXiv:1708.05296
 * Alex Fukunaga, Adi Botea, Yuu Jinnai, Akihiro Kishimoto (2018). Parallel A* for State-Space Search. Handbook of Parallel Constraint Reasoning 2018
 * Adi Botea (2019). Crosswords. AI Matters, Vol. 5, No. 1

=External Links=
 * Adi Botea - IBM
 * Adi Botea - Google Scholar Citations
 * Welcome to Adi Botea's Homepage

=References= Up one level