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Travelled to:
1 × Canada
Collaborated with:
Michael Buro M. Renee Jansen Robert Geisberger Matheus Jun Ota Kristen Yu Greg Ashe J.Kim M.Lanctot Mark H. M. Winands Tom Pepels Devon Sigurdson Bjorn Taylor Tim Gibson Douglas Rebstock Christopher Solinas B.Póczos Y.Abbasi-Yadkori C.Szepesvári R.Greiner Daniel Wong 0001 Darren Earl Fred Zyda Ryan Zink S.Koenig Allen Pan Selby Shlosberg J.Singh Matthew Church Eric Graves 0002 Jason Duncan Adel Lari Robin Miller Neesha Desai Richard Zhao M.Carbonaro J.Schaeffer D.Szafron Jeff Orkin Robert Zubek Michael Cook 0001 Stephen G. Ware Christian Stith Robert Michael Young Phillip Wright Squirrel (Brian) Eiserloh Alejandro Ramirez-Sanabria Vadim Bulitko Kieran Lord
Talks about:
pathfind (6) abstract (3) game (3) exhaust (2) machin (2) applic (2) learn (2) dynam (2) use (2) map (2)

Person: Nathan R. Sturtevant

DBLP DBLP: Sturtevant:Nathan_R=

Contributed to:

ICML 20092009
AIIDE 20062006
AIIDE 20072007
AIIDE 20082008
AIIDE 20092009
AIIDE 20102010
FDG 20102010
AIIDE 20112011
CIG 20112011
AIIDE 20132013
AIIDE 20142014
CIG 20142014
AIIDE 20182018
AIIDE 20192019
CoG 20192019

Wrote 17 papers:

ICML-2009-PoczosASGS #exclamation #learning
Learning when to stop thinking and do something! (BP, YAY, CS, RG, NRS), pp. 825–832.
AIIDE-2006-SturtevantB #abstraction #collaboration #using
Improving Collaborative Pathfinding Using Map Abstraction (NRS, MB), pp. 80–85.
AIIDE-2007-Sturtevant #abstraction
Memory-Efficient Abstractions for Pathfinding (NRS), pp. 31–36.
Direction Maps for Cooperative Pathfinding (MRJ, NRS).
AIIDE-2009-Sturtevant #optimisation
Optimizing Motion-Constrained Pathfinding (NRS).
AIIDE-2010-SturtevantG #comparison
A Comparison of High-Level Approaches for Speeding Up Pathfinding (NRS, RG).
FDG-2010-WongEZZKPSSS #game studies #implementation
Implementing games on pinball machines (DW0, DE, FZ, RZ, SK, AP, SS, JS, NRS), pp. 240–247.
A Demonstration of ScriptEase II (MC, EG0, JD, AL, RM, ND, RZ, MC, JS, NRS, DS).
AIIDE-2011-Sturtevant #3d #grid #representation
A Sparse Grid Representation for Dynamic Three-Dimensional Worlds (NRS).
CIG-2011-AsheSK #data mining #machine learning #mining #named
Keynotes: Data mining and machine learning applications in MMOs (GA, NRS, JHK).
Incorporating Human Relationships Into Path Planning (NRS).
AIIDE-2014-SturtevantOZCWSYWERBL #case study #experience
Playable Experiences at AIIDE 2014 (NRS, JO, RZ, MC0, SGW, CS, RMY, PW, S(E, ARS, VB, KL).
CIG-2014-LanctotWPS #heuristic #monte carlo #using
Monte Carlo Tree Search with heuristic evaluations using implicit minimax backups (ML, MHMW, TP, NRS), pp. 1–8.
AIIDE-2018-SturtevantO #generative
Exhaustive and Semi-Exhaustive Procedural Content Generation (NRS, MJO), pp. 109–115.
AIIDE-2019-SturtevantSTG #abstraction
Pathfinding and Abstraction with Dynamic Terrain Costs (NRS, DS, BT, TG), pp. 80–86.
CoG-2019-RebstockSBS #game studies #policy
Policy Based Inference in Trick-Taking Card Games (DR, CS, MB, NRS), pp. 1–8.
CoG-2019-YuS #analysis #game studies
Application of Retrograde Analysis on Fighting Games (KY, NRS), pp. 1–8.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
Hosted as a part of SLEBOK on GitHub.