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Dana S. Nau,
an American computer scientist and Professor at the University of Maryland, College Park. His research covers Artificial Intelligence [1] in Planning and Game Theory [2]. Dana Nau discovered Pathology on certain game trees, where a deeper search does not improve the decision quality, but makes the decision more and more random. Along with Stephen J.J. Smith and Thomas A. Throop, Dana Nau developed AI planning techniques in the Bridge program Bridge Baron [3] [4].
Dana S. Nau [5]

Selected Publications

[6] [7] [8]


  • Dana S. Nau (1979). Quality of Decision Versus Depth of Search on Game Trees. Ph.D. thesis, Duke University, Advisor Alan Biermann
  • Dana S. Nau (1979). Preliminary results regarding quality of play versus depth of search in game playing. First Internat. Symposium on Policy Analysis and Information Systems

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External Links


  1. ^ Artificial Intelligence from UM
  2. ^ Planning and Game Theory from UM
  3. ^ Bridge Baron - The 1997 world champion of computer bridge uses AI planning techniques to plan its declarer play
  4. ^ Jussi Tella (1997). Planning in Games. Seminar on Knowledge Engineering, Fall 1997, Helsinki University of Technology
  5. ^ Dana S. Nau Homepage
  6. ^ Dana Nau’s Publications
  7. ^ dblp: Dana S. Nau
  8. ^ ICGA Reference Database (pdf)
  9. ^ 11th Computer Olympiad, KriegSpiel - Turin 2006 (ICGA Tournaments)

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