Date: Tue, 14 Jan 1997 20:02:11 GMT Server: NCSA/1.5.1 Last-modified: Wed, 13 Nov 1996 16:21:19 GMT Content-type: text/html Content-length: 4525 Mike van Lent's Homepage

Welcome to Michael van Lent's Homepage

I am a PhD student and research assistant at the University of Michigan in the Department of Electrical Engineering and Computer Science. I work in the Artificial Intelligence Laboratory which is housed in the Advanced Technology Lab. I have available (in postscript) the faint beginnings of a Curriculum Vita.


E-mail: vanlent@eecs.umich.edu
Mail:
Artificial Intelligence Laboratory
University of Michigan
1101 Beal Avenue
Ann Arbor MI 48109-2110
Office Phone Number: (313) 764-2138
Lab Phone Number: (313) 763-1572
Fax: (313) 763-1260

Research Interests

Changing Representation to Improve Planning Efficiency
I'm currently in the final (I hope) stages of developing a dissertation topic which I have to propose to a committee by May 1996. See here for a description of what I've done so far and my bibliography.
  • Very old info on my Dissertation Topic
    The Soar architecture
    Planning in complex domains
    An independent research project on how to integrate planning and immediate reaction in a tactical air-to-air combat domain.
    Tag-Soar
    Tag-Soar is a game (along the lines of CoreWars or Bolo) in which you program agents (called Taggles) to battle each other in a maze like environment.
    Game Theory and Machine Game Playing
    My Master's Thesis (from the University of Tennessee, Knoxville) was titled A Pruning Algorithm for One Player Games with Hidden Information.
    Genetic Algorithms
    My first interest in the field of artificial intelligence was genetic algorithms.
  • Publications

    Planning in the Tactical Air Domain
    1994 AAAI Fall Symposium on Planning and Learning, October 1994
    A Very Low Cost System for Direct Human Control of Simulated Vehicles
    Computer Generated Forces, May 1994
    A Pruning Algorithm for One Player Games with Hidden Information
    Master's Thesis, University of Tennessee, May 1993
    A Pruning Algorithm for Imperfect Information Games
    1993 AAAI Fall Symposium on Games and Learning, October 1993
    Games with Imperfect Information
    Computational Intelligence, February 1996

    What else do I spend time on?

    Friend's Homepages


    This page has been accessed times since 1/18/1996.

    Return to People Page

    Return to AI Lab Home Page.

    Last Updated: 1/18/96