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
1980 ...
Dana S. Nau (1980). Pathology on game trees: A summary of results. In Proceedings of the National Conference on Artificial Intelligence (AAAI)
Dana S. Nau (1983). On game graph structure and its influence on pathology. International Journal of Computer and Information Sciences, Vol. 12, No, 6
Dana S. Nau (1983). Pathology on game trees revisited, and an alternative to minimaxing.Artificial Intelligence, Vol. 21, Nos. 1, 2, 1983, Reprinted in Judea Pearl (ed.), Search and Heuristics, North-Holland Publishing Company, Amsterdam
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].
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