Difference between revisions of "Adi Botea"
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* [[Adi Botea]] ('''2011'''). ''Ultra-Fast Optimal Pathfinding without Runtime Search''. [https://dblp.org/db/conf/aiide/aiide2011.html AIIDE 2011], [https://ai.dmi.unibas.ch/research/reading_group/botea-aiide2011.pdf pdf] | * [[Adi Botea]] ('''2011'''). ''Ultra-Fast Optimal Pathfinding without Runtime Search''. [https://dblp.org/db/conf/aiide/aiide2011.html AIIDE 2011], [https://ai.dmi.unibas.ch/research/reading_group/botea-aiide2011.pdf pdf] | ||
* [[Akihiro Kishimoto]], [[Alex Fukunaga]], [[Adi Botea]] ('''2012'''). ''Evaluation of a Simple, Scalable, Parallel Best-First Search Strategy''. [https://arxiv.org/abs/1201.3204 arXiv:1201.3204] | * [[Akihiro Kishimoto]], [[Alex Fukunaga]], [[Adi Botea]] ('''2012'''). ''Evaluation of a Simple, Scalable, Parallel Best-First Search Strategy''. [https://arxiv.org/abs/1201.3204 arXiv:1201.3204] | ||
+ | * [[Adi Botea]], [[Bruno Bouzy]], [[Michael Buro]], [[Christian Bauckhage]], [[Dana S. Nau]] ('''2013'''). ''Pathfinding in Games''. [https://dblp.uni-trier.de/db/conf/dagstuhl/dfu6.html Artificial and Computational Intelligence in Games 2013], [http://drops.dagstuhl.de/opus/volltexte/2013/4333/pdf/4.pdf 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''. [https://dblp.uni-trier.de/db/conf/dagstuhl/dfu6.html Artificial and Computational Intelligence in Games 2013], [http://drops.dagstuhl.de/opus/volltexte/2013/4332/pdf/3.pdf pdf] | ||
* [[Alex Fukunaga]], [[Adi Botea]], [[Yuu Jinnai]], [[Akihiro Kishimoto]] ('''2017'''). ''A Survey of Parallel A*''. [https://arxiv.org/abs/1708.05296 arXiv:1708.05296] | * [[Alex Fukunaga]], [[Adi Botea]], [[Yuu Jinnai]], [[Akihiro Kishimoto]] ('''2017'''). ''A Survey of Parallel A*''. [https://arxiv.org/abs/1708.05296 arXiv:1708.05296] | ||
* [[Alex Fukunaga]], [[Adi Botea]], [[Yuu Jinnai]], [[Akihiro Kishimoto]] ('''2018'''). ''Parallel A* for State-Space Search''. Handbook of Parallel Constraint Reasoning 2018 | * [[Alex Fukunaga]], [[Adi Botea]], [[Yuu Jinnai]], [[Akihiro Kishimoto]] ('''2018'''). ''Parallel A* for State-Space Search''. Handbook of Parallel Constraint Reasoning 2018 |
Revision as of 09:37, 15 May 2019
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 [2], and was involved in developing of the pathfinding algorithm HPA* (Hierarchical Path-Finding A*) [3], and Macro-FF [4], a planner obtained by adding macro-operators on top of the fast forward planning system [5].
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
References
- ↑ Welcome to Adi Botea's Homepage
- ↑ Adi Botea (2006). Improving AI Planning and Search with Automatic Abstraction. Ph.D. thesis, University of Alberta
- ↑ Adi Botea, Martin Müller, Jonathan Schaeffer. (2004). Near Optimal Hierarchical Path-Finding. Journal of Game Development, Vol. 1, No. 1
- ↑ Adi Botea - Macro-FF
- ↑ 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
- ↑ dblp: Adi Botea
- ↑ Adi Botea - Publications