標(biāo)題: Titlebook: Computers and Games; 6th International Co H. Jaap Herik,Xinhe Xu,Mark H. M. Winands Conference proceedings 2008 The Editor(s) (if applicabl [打印本頁] 作者: gratuity 時(shí)間: 2025-3-21 16:59
書目名稱Computers and Games影響因子(影響力)
書目名稱Computers and Games影響因子(影響力)學(xué)科排名
書目名稱Computers and Games網(wǎng)絡(luò)公開度
書目名稱Computers and Games網(wǎng)絡(luò)公開度學(xué)科排名
書目名稱Computers and Games被引頻次
書目名稱Computers and Games被引頻次學(xué)科排名
書目名稱Computers and Games年度引用
書目名稱Computers and Games年度引用學(xué)科排名
書目名稱Computers and Games讀者反饋
書目名稱Computers and Games讀者反饋學(xué)科排名
作者: JECT 時(shí)間: 2025-3-21 20:13 作者: 向外供接觸 時(shí)間: 2025-3-22 01:28 作者: 蓋他為秘密 時(shí)間: 2025-3-22 07:18
https://doi.org/10.1007/978-0-387-71043-3ts show that the approach is more than 30 times faster than normal df-pn when we generate almost all legal moves (about 300 moves on average). The required time for processing remained approximately four times as long as that of df-pn using heuristic pruning (about 20 moves on average), but the corr作者: subordinate 時(shí)間: 2025-3-22 10:41 作者: Absenteeism 時(shí)間: 2025-3-22 15:48
Multimedia Systems and Applicationson of material are advantageous to a player. Our experimental results show that the performance of the algorithm is good and reliable. Therefore, building a large knowledge database of material combinations is recommended.作者: Absenteeism 時(shí)間: 2025-3-22 19:33
Using Artificial Boundaries in the Game of Go, close off an area. This paper describes a new general framework for finding boundaries in a way such that existing local search methods can be used. Furthermore, by using a revised local UCT search method, it is shown experimentally that this framework increases performance on local Go problems with open boundaries.作者: 不適 時(shí)間: 2025-3-22 23:18
https://doi.org/10.1007/3-540-55075-5uation function. In this paper we investigate whether Monte-Carlo Tree Search (MCTS) is an interesting alternative for one-player games where A* and IDA* methods do not perform well. Therefore, we propose a new MCTS variant, called Single-Player Monte-Carlo Tree Search (SP-MCTS). The selection and b作者: 使迷醉 時(shí)間: 2025-3-23 04:25 作者: depreciate 時(shí)間: 2025-3-23 09:21
Lecture Notes in Computer Scienceor the game Lines of Action (LOA). A new MCTS variant, called MCTS-Solver, has been designed to play narrow tactical lines better in sudden-death games such as LOA. The variant differs from the traditional MCTS in respect to backpropagation and selection strategy. It is able to prove the game-theore作者: 小隔間 時(shí)間: 2025-3-23 13:34
https://doi.org/10.1007/3-540-55075-5 time. This paper provides an analysis of the UCT algorithm in multi-player games, showing that UCT, when run in a multi-player game, is computing a mixed-strategy equilibrium, as opposed to max., which computes a pure-strategy equilibrium. We analyze the performance of UCT in several known domains 作者: MORPH 時(shí)間: 2025-3-23 16:16
Transport Forecasting: Fixing the Future,tant way to increase the strength of any Go program. In this article, we discuss three parallelization methods for MCTS: ., ., and .. To be effective tree parallelization requires two techniques: adequately handling of (1) . and (2) .. Experiments in 13×13 Go reveal that in the program . root parall作者: arbiter 時(shí)間: 2025-3-23 20:11
Transport Forecasting: Fixing the Future,ree Search and test it on a network of computers using various configurations: from 12,500 to 100,000 playouts, from 1 to 64 slaves, and from 1 to 16 computers. On our own architecture we obtain a speedup of 14 for 16 slaves. With a single slave and five seconds per move our algorithm scores 40.5% a作者: Condense 時(shí)間: 2025-3-23 23:53
https://doi.org/10.1007/978-1-349-04486-3 close off an area. This paper describes a new general framework for finding boundaries in a way such that existing local search methods can be used. Furthermore, by using a revised local UCT search method, it is shown experimentally that this framework increases performance on local Go problems wit作者: grotto 時(shí)間: 2025-3-24 03:55 作者: FLOAT 時(shí)間: 2025-3-24 09:59 作者: 不法行為 時(shí)間: 2025-3-24 12:28
Multimedia Systems and Applicationshe Elo rating system, the whole-history approach is based on the dynamic Bradley-Terry model. But, instead of using incremental approximations, WHR directly computes the exact maximum a posteriori over the whole rating history of all players. This additional accuracy comes at a higher computational 作者: 看法等 時(shí)間: 2025-3-24 16:16
https://doi.org/10.1007/978-0-387-71043-3ntextual patterns of Go as spatial combinations of moves. An analysis of a collection of 9447 professional game records of Go shows that the frequency distribution of contextual patterns in professional games displays a Mandelbrot fit to Zipf’s law. Additionally, we show that the Zipfian frequency d作者: 使痛苦 時(shí)間: 2025-3-24 19:34
https://doi.org/10.1007/978-0-387-71043-3effective for solving problems such as tsumego, tsume-shogi, and checkers. Usually, the Proof-Number Search expands child nodes with the smallest (dis)proof number because such nodes are expected to be the easiest to (dis)prove the node. However, when many unpromising child nodes exist, (dis)proof n作者: 匍匐前進(jìn) 時(shí)間: 2025-3-25 01:55 作者: jovial 時(shí)間: 2025-3-25 03:23
Multimedia Systems and Applicationsose. Its depth-first variants such as PN*, PDS, and df-pn work very well, in particular in the domain of shogi mating problems. However, there are still possible drawbacks. The most prevailing one is the double-counting problem. To handle this problem the paper proposes a new search idea using proof作者: Euthyroid 時(shí)間: 2025-3-25 11:11
https://doi.org/10.1007/978-0-387-71043-3s into the cognitive behavior of human game players. However, the nature of chunks has remained elusive, and the reason for this lies in the lack of using a general cognitive theory to explain the nature of chunks. In this paper it will be argued that Marvin Minsky’s . theory is a good candidate for作者: 符合規(guī)定 時(shí)間: 2025-3-25 13:25
Multimedia Systems and Applicationsly ordinal search algorithms; hence, they usually cannot exchange pieces correctly. Some researchers use retrograde algorithms to solve endgames with a limited number of attack pieces, but this approach is often not practical in a real tournament. In a grandmaster game, the players typically perform作者: HILAR 時(shí)間: 2025-3-25 19:39
Multimedia Systems and Applicationsre trying to use the power demonstrated by the current chess engines for tutoring chess and for annotating chess games. In this paper, we point out certain differences between the computer programs which are specialized for playing chess and our program which is aimed at providing quality commentary作者: 小平面 時(shí)間: 2025-3-25 23:09
David W. Walters,Deborah A. Helmanracy. While the conventional versions of null-move pruning use reduction values of .?≤?3, we use an aggressive reduction value of .?=?4 within a verified adaptive configuration which maximizes the benefit from the more aggressive pruning, while limiting its tactical liabilities. Our experimental res作者: 適宜 時(shí)間: 2025-3-26 03:19
https://doi.org/10.1007/978-3-540-87608-3AI planning; Monte C; algorithmic learning; cognitive modeling; combinatorics; computer chess; computer ga作者: 財(cái)主 時(shí)間: 2025-3-26 04:19 作者: POINT 時(shí)間: 2025-3-26 11:15 作者: Subjugate 時(shí)間: 2025-3-26 14:19
https://doi.org/10.1007/978-3-030-99622-2Multi-player Go is Go played with more than two colors. Monte-Carlo Tree Search is an adequate algorithm to program the game of Go with two players. We address the application of Monte-Carlo Tree Search to multi-player Go.作者: doxazosin 時(shí)間: 2025-3-26 17:08 作者: TRACE 時(shí)間: 2025-3-26 23:41 作者: TAG 時(shí)間: 2025-3-27 02:50
https://doi.org/10.1007/978-1-349-04486-3 close off an area. This paper describes a new general framework for finding boundaries in a way such that existing local search methods can be used. Furthermore, by using a revised local UCT search method, it is shown experimentally that this framework increases performance on local Go problems with open boundaries.作者: 珊瑚 時(shí)間: 2025-3-27 07:22
0302-9743 in September/October 2008 co-located with the 13th Computer Olympiad and the 16th World Computer-Chess Championship...The 24 revised full papers presented were carefully reviewed and selected from 40 submissions. The papers cover all aspects of artificial intelligence in computer-game playing deali作者: 試驗(yàn) 時(shí)間: 2025-3-27 09:31
https://doi.org/10.1007/3-540-55075-5ng evaluation functions we are able to create a hybrid MC/UCT program that is superior to both the basic MC/UCT program and the conventional minimax-based programs. The MC/UCT program is able to beat ., a strong minimax program, over 80% of the time at tournament time controls.作者: Efflorescent 時(shí)間: 2025-3-27 14:27
https://doi.org/10.1007/3-540-55075-5ixed-strategy equilibrium, as opposed to max., which computes a pure-strategy equilibrium. We analyze the performance of UCT in several known domains and show that it performs as well or better than existing algorithms.作者: Connotation 時(shí)間: 2025-3-27 20:59 作者: grieve 時(shí)間: 2025-3-28 00:48 作者: Hla461 時(shí)間: 2025-3-28 04:05 作者: CHAFE 時(shí)間: 2025-3-28 06:31 作者: white-matter 時(shí)間: 2025-3-28 10:26 作者: 喪失 時(shí)間: 2025-3-28 15:49
A Parallel Monte-Carlo Tree Search Algorithm,computers. On our own architecture we obtain a speedup of 14 for 16 slaves. With a single slave and five seconds per move our algorithm scores 40.5% against ., with sixteen slaves and five seconds per move it scores 70.5%. At the end we give the potential speedups of our algorithm for various playout times.作者: Highbrow 時(shí)間: 2025-3-28 21:00
Frequency Distribution of Contextual Patterns in the Game of Go, distribution of contextual patterns in professional games displays a Mandelbrot fit to Zipf’s law. Additionally, we show that the Zipfian frequency distribution of Go patterns in professional games is deliberate by rejecting the null hypothesis that the frequency distribution of patterns in random games exhibits a Zipfian frequency distribution.作者: 蝕刻術(shù) 時(shí)間: 2025-3-28 23:55
About the Completeness of Depth-First Proof-Number Search,y finite boolean-valued game tree search problem in principle, given unlimited amounts of time and memory. The main results are that df-pn is complete on finite directed acyclic graphs (DAG) but incomplete on finite directed cyclic graphs (DCG).作者: 令人發(fā)膩 時(shí)間: 2025-3-29 05:06
Lecture Notes in Computer Scienceinning score of 65%. Moreover, MCTS-Solver performs much better than a program using MCTS against several different versions of the world-class . program MIA. Thus, MCTS-Solver constitutes genuine progress in using simulation-based search approaches in sudden-death games, significantly improving upon MCTS-based programs.作者: incision 時(shí)間: 2025-3-29 09:26 作者: Surgeon 時(shí)間: 2025-3-29 13:05 作者: Celiac-Plexus 時(shí)間: 2025-3-29 16:46
Multimedia Systems and Applicationswledge, to the construction of more complex positional features, in order to provide our annotating system with an ability to comment on various positional intricacies of positions in the game of chess.作者: chemical-peel 時(shí)間: 2025-3-29 23:26 作者: 商議 時(shí)間: 2025-3-30 03:00 作者: 全能 時(shí)間: 2025-3-30 06:01 作者: LUCY 時(shí)間: 2025-3-30 10:59 作者: OVER 時(shí)間: 2025-3-30 14:32 作者: Scintigraphy 時(shí)間: 2025-3-30 18:47 作者: Myocyte 時(shí)間: 2025-3-30 21:07 作者: 外星人 時(shí)間: 2025-3-31 03:59 作者: 上下倒置 時(shí)間: 2025-3-31 08:39 作者: 充足 時(shí)間: 2025-3-31 13:10
Multimedia Systems and Applicationscost than traditional methods, but computation is still fast enough to be easily applied in real time to large-scale game servers (a new game is added in less than 0.001 second). Experiments demonstrate that, in comparison to Elo, Glicko, TrueSkill, and decayed-history algorithms, WHR produces better predictions.作者: 燒瓶 時(shí)間: 2025-3-31 13:56
Multimedia Systems and Applications number and branching factor as search estimators. We call the new method .. The experiments performed in the domain of shogi and Othello show that the proposed search algorithm is potentially more powerful than the original proof-number search or its depth-first variants.作者: Eeg332 時(shí)間: 2025-3-31 21:21 作者: Torrid 時(shí)間: 2025-4-1 01:03
Single-Player Monte-Carlo Tree Search,ackpropagation strategy in SP-MCTS are different from standard MCTS. Moreover, SP-MCTS makes use of a straightforward Meta-Search extension. We tested the method on the puzzle SameGame. It turned out that our SP-MCTS program gained the highest score so far on the standardized test set.作者: 油膏 時(shí)間: 2025-4-1 05:20
An Improved Safety Solver in Go Using Partial Regions, new technique significantly improves the performance of our previous state of the art safety-of-territory solver. Especially in earlier game phases, the solver utilizing the new technique outperforms the previous solver by a large margin.作者: Corral 時(shí)間: 2025-4-1 08:19
Whole-History Rating: A Bayesian Rating System for Players of Time-Varying Strength,cost than traditional methods, but computation is still fast enough to be easily applied in real time to large-scale game servers (a new game is added in less than 0.001 second). Experiments demonstrate that, in comparison to Elo, Glicko, TrueSkill, and decayed-history algorithms, WHR produces better predictions.作者: sed-rate 時(shí)間: 2025-4-1 13:31 作者: 頌揚(yáng)國家 時(shí)間: 2025-4-1 16:14 作者: 高貴領(lǐng)導(dǎo) 時(shí)間: 2025-4-1 20:56
Single-Player Monte-Carlo Tree Search,uation function. In this paper we investigate whether Monte-Carlo Tree Search (MCTS) is an interesting alternative for one-player games where A* and IDA* methods do not perform well. Therefore, we propose a new MCTS variant, called Single-Player Monte-Carlo Tree Search (SP-MCTS). The selection and b