Vadim Bulitko

Affiliations:
  • University of Alberta, Edmonton, Canada


According to our database1, Vadim Bulitko authored at least 122 papers between 1995 and 2023.

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Bibliography

2023
Solving Witness-type Triangle Puzzles Faster with an Automatically Learned Human-Explainable Predicate.
CoRR, 2023

Core Expansion in Optimization Crosswords.
Proceedings of the Sixteenth International Symposium on Combinatorial Search, 2023

Game-map Pathfinding with Per-Problem Selection of Synthesized Heuristics.
Proceedings of the IEEE Conference on Games, 2023

Generating and Solving Champion-Level Romanian Crosswords Puzzles.
Proceedings of the IEEE Conference on Games, 2023

Synthesizing Priority Planning Formulae for Multi-Agent Pathfinding.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

2022
Portability and Explainability of Synthesized Formula-based Heuristics.
Proceedings of the Fifteenth International Symposium on Combinatorial Search, 2022

Tiered State Expansion in Optimization Crosswords.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

2021
Speeding Up Heuristic Function Synthesis via Extending the Formula Grammar.
Proceedings of the Fourteenth International Symposium on Combinatorial Search, 2021

Scaling Up Search with Partial Initial States in Optimization Crosswords.
Proceedings of the Fourteenth International Symposium on Combinatorial Search, 2021

Fast Synthesis of Algebraic Heuristic Functions for Video-game Pathfinding.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Evolving Romanian Crossword Puzzles with Deep Learning and Heuristic Search.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

2020
Evolving Initial Heuristic Functions for Agent-Centered Heuristic Search.
Proceedings of the IEEE Conference on Games, 2020

2019
Automatic Algorithm Selection In Multi-agent Pathfinding.
CoRR, 2019

A Learning-Based Framework for Memory-Bounded Heuristic Search: First Results.
Proceedings of the Twelfth International Symposium on Combinatorial Search, 2019

A-life Evolution with Human Proxies.
Proceedings of the 2019 Conference on Artificial Life, 2019

Evolving recurrent neural networks for emergent communication.
Proceedings of the Genetic and Evolutionary Computation Conference Companion, 2019

Learning to select mates in artificial life.
Proceedings of the Genetic and Evolutionary Computation Conference Companion, 2019

Deep Variational Autoencoders for NPC Behaviour Classification.
Proceedings of the IEEE Conference on Games, 2019

Towards Procedurally Generated Languages for Non-playable Characters in Video Games.
Proceedings of the IEEE Conference on Games, 2019

Learning to Select Mates in Evolving Non-playable Characters.
Proceedings of the IEEE Conference on Games, 2019

2018
Multi-Agent Pathfinding with Real-Time Heuristic Search.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Anxious Learning in Real-Time Heuristic Search.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Toward a Unified Understanding of Experience Management.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Deep Learning for Classification of Speech Accents in Video Games.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Evolving NPC Behaviours in A-life with Player Proxies.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

2017
Online Bridged Pruning for Real-Time Search with Arbitrary Lookaheads.
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, 2017

Deep Learning for Real-Time Heuristic Search Algorithm Selection.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

Robustness of Real-Time Heuristic Search Algorithms to Read/Write Error in Externally Stored Heuristics.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

Deep Learning for Speech Accent Detection in Videogames.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Towards Positively Surprising Non-Player Characters in Video Games.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Effects of Self-Knowledge: Once Bitten Twice Shy.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

2016
Scrubbing During Learning In Real-time Heuristic Search.
J. Artif. Intell. Res., 2016

Weighted Lateral Learning in Real-Time Heuristic Search.
Proceedings of the Ninth Annual Symposium on Combinatorial Search, 2016

Searching for Real-Time Heuristic Search Algorithms.
Proceedings of the Ninth Annual Symposium on Combinatorial Search, 2016

Evolving Real-time Heuristic Search Algorithms.
Proceedings of the Fifteenth International Conference on the Simulation and Synthesis of Living Systems, 2016

Per-Map Algorithm Selection in Real-Time Heuristic Search.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

2015
Automated Planning and Player Modeling for Interactive Storytelling.
IEEE Trans. Comput. Intell. AI Games, 2015

RETAIN: a Neonatal Resuscitation Trainer Built in an Undergraduate Video-Game Class.
CoRR, 2015

Maximizing Flow as a Metacontrol in Angband.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

A Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

Keeping the Player on an Emotional Trajectory in Interactive Storytelling.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

Playable Experiences at AIIDE 2015.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

2014
Automated Story Selection for Color Commentary in Sports.
IEEE Trans. Comput. Intell. AI Games, 2014

Passing a Hide-and-Seek Third-Person Turing Test.
IEEE Trans. Comput. Intell. AI Games, 2014

Flow for Meta Control.
CoRR, 2014

Reaching the Goal in Real-Time Heuristic Search: Scrubbing Behavior is Unavoidable.
Proceedings of the Seventh Annual Symposium on Combinatorial Search, 2014

Appraisal of Emotions from Resources.
Proceedings of the Interactive Storytelling, 2014

Playable Experiences at AIIDE 2014.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

Emotion-Based Interactive Storytelling with Artificial Intelligence.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
Database-Driven Real-Time Heuristic Search in Video-Game Pathfinding.
IEEE Trans. Comput. Intell. AI Games, 2013

Search-Space Characterization for Real-time Heuristic Search.
CoRR, 2013

Interactive Narrative: An Intelligent Systems Approach.
AI Mag., 2013

Implementation Cost and Efficiency for AI Experience Managers.
Proceedings of the Intelligent Narrative Technologies VI, 2013

Evaluating Planning-Based Experience Managers for Agency and Fun in Text-Based Interactive Narrative.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

A Call for Emotion Modeling in Interactive Storytelling.
Proceedings of the Intelligent Narrative Technologies VI, 2013

2012
Speeding Up Planning in Markov Decision Processes via Automatically Constructed Abstractions
CoRR, 2012

Recap of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE).
AI Mag., 2012

Procedural Game Adaptation: Framing Experience Management as Changing an MDP.
Proceedings of the 5th Workshop on Intelligent Narrative Technologies, 2012

Telling Interactive Player-specific Stories and Planning for It: ASD + PaSSAGE = PAST.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

Sports Commentary Recommendation System (SCoReS): Machine Learning for Automated Narrative.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

On Case Base Formation in Real-Time Heuristic Search.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

Interactive Narrative: A Novel Application of Artificial Intelligence for Computer Games.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012

2011
Recap of the 2010 AI and Interactive Digital Entertainment Conference.
AI Mag., 2011

Learning Where You Are Going and from Whence You Came: h- and g-Cost Learning in Real-Time Heuristic Search.
Proceedings of the IJCAI 2011, 2011

A Computational Model of Perceived Agency in Video Games.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

A Generative Computational Model for Human Hide and Seek Behavior.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

Extending the Applications of Recent Real-Time Heuristic Search.
Proceedings of the Twenty-Fifth AAAI Conference on Artificial Intelligence, 2011

2010
Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding.
J. Artif. Intell. Res., 2010

SARA 2009: The Eighth Symposium on Abstraction, Reformulation and Approximation.
AI Mag., 2010

Reports of the AAAI 2010 Conference Workshops.
AI Mag., 2010

Player Agency and the Relevance of Decisions.
Proceedings of the Interactive Storytelling, 2010

Automated Storytelling in Sports: A Rich Domain to Be Explored.
Proceedings of the Interactive Storytelling, 2010

Taking Learning Out of Real-Time Heuristic Search for Video-Game Pathfinding.
Proceedings of the AI 2010: Advances in Artificial Intelligence, 2010

On learning in agent-centered search.
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2010), 2010

Socially Consistent Characters in Player-Specific Stories.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2009
On Backtracking in Real-time Heuristic Search
CoRR, 2009

TBA*: Time-Bounded A*.
Proceedings of the IJCAI 2009, 2009

Exaggerated Claims for Interactive Stories.
Proceedings of the Interactive Storytelling, 2009

kNN LRTA*: Simple Subgoaling for Real-Time Search.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

2008
HSMM: Heuristic Search with Meta-Models for Image Interpretation.
J. Multiple Valued Log. Soft Comput., 2008

Dynamic Control in Real-Time Heuristic Search.
J. Artif. Intell. Res., 2008

Speeding Up Planning in Markov Decision Processes via Automatically Constructed Abstraction.
Proceedings of the UAI 2008, 2008

Making Stories Player-Specific: Delayed Authoring in Interactive Storytelling.
Proceedings of the Interactive Storytelling, 2008

Thinking Too Much: Pathology in Pathfinding.
Proceedings of the ECAI 2008, 2008

An evaluation of models for predicting opponent positions in first-person shooter video games.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008

PaSSAGE: A Demonstration of Player Modeling in Interactive Storytelling.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

A Cover-Based Approach to Multi-Agent Moving Target Pursuit.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

Modeling Culturally and Emotionally Affected Behavior.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

2007
Focus of Attention in Reinforcement Learning.
J. Univers. Comput. Sci., 2007

Graph Abstraction in Real-time Heuristic Search.
J. Artif. Intell. Res., 2007

State Abstraction in Real-Time Heuristic Search.
Proceedings of the Abstraction, 2007

Grounding Abstractions in Predictive State Representations.
Proceedings of the IJCAI 2007, 2007

Real-Time Heuristic Search with a Priority Queue.
Proceedings of the IJCAI 2007, 2007

Dynamic Control in Path-Planning with Real-Time Heuristic Search.
Proceedings of the Seventeenth International Conference on Automated Planning and Scheduling, 2007

Interactive Storytelling: A Player Modelling Approach.
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007

Learning Player Preferences to Inform Delayed Authoring.
Proceedings of the Intelligent Narrative Technologies, 2007

2006
ML-TIPN: An Algorithm for Automated Acquisition of Domain Models based on Time Interval Petri Nets.
J. Multiple Valued Log. Soft Comput., 2006

Discrete Baker Transformations for Linear Cellular Automata Analysis.
J. Cell. Autom., 2006

Learning in Real-Time Search: A Unifying Framework.
J. Artif. Intell. Res., 2006

Genetic algorithms for action set selection across domains: a demonstration.
Proceedings of the Genetic and Evolutionary Computation Conference, 2006

Modeling Goal-Directed Players in Digital Games.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

Biased Cost Pathfinding.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

Lookahead Pathology in Real-Time Path-Finding.
Proceedings of the Proceedings, 2006

Feature Extraction for Classification of Proteomic Mass Spectra: A Comparative Study.
Proceedings of the Feature Extraction - Foundations and Applications, 2006

2005
Comparison of Machine Learned Image Interpretation Systems in the Domain of Forestry.
Proceedings of the 7th IEEE Workshop on Applications of Computer Vision / IEEE Workshop on Motion and Video Computing (WACV/MOTION 2005), 2005

Automatic State Abstraction for Pathfinding in Real-Time Video Games.
Proceedings of the Abstraction, 2005

GAMM: genetic algorithms with meta-models for vision.
Proceedings of the Genetic and Evolutionary Computation Conference, 2005

Machine Learning for Time Interval Petri Nets.
Proceedings of the AI 2005: Advances in Artificial Intelligence, 2005

Speeding Up Learning in Real-time Search via Automatic State Abstraction.
Proceedings of the Proceedings, 2005

2004
Learning for Adaptive Real-time Search
CoRR, 2004

Batch Reinforcement Learning with State Importance.
Proceedings of the Machine Learning: ECML 2004, 2004

Automated selection of vision operator libraries with evolutionary algorithms.
Proceedings of the IEEE Congress on Evolutionary Computation, 2004

Machine Learning for Adaptive Image Interpretation.
Proceedings of the Nineteenth National Conference on Artificial Intelligence, 2004

2003
On existence of complete sets for bounded reducibilities.
Math. Log. Q., 2003

Qualitative simulation of temporal concurrent processes using Time Interval Petri Nets.
Artif. Intell., 2003

Lookahead Pathologies for Single Agent Search.
Proceedings of the IJCAI-03, 2003

Towards Automated Creation of Image Interpretation Systems.
Proceedings of the AI 2003: Advances in Artificial Intelligence, 2003

2002
Performance of Lookahead Control Policies in the Face of Abstractions and Approximations.
Proceedings of the Abstraction, 2002

2000
Envisionment-Based Scheduling Using Time Interval Petri Networks: Representation, Inference, and Learning
PhD thesis, 2000

Oracle Complexity and Nontransitivity in Pattern Recognition
CoRR, 2000

1999
Automated Instructor Assistant for Ship Damage Control.
Proceedings of the Sixteenth National Conference on Artificial Intelligence and Eleventh Conference on Innovative Applications of Artificial Intelligence, 1999

1995
On Completeness of Pseudodimple Sets.
J. Univers. Comput. Sci., 1995


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