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標(biāo)題: Titlebook: Computers and Games; 7th International Co H. Jaap Herik,Hiroyuki Iida,Aske Plaat Conference proceedings 2011 The Editor(s) (if applicable) [打印本頁]

作者: 投降    時間: 2025-3-21 16:41
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: curettage    時間: 2025-3-21 23:10

作者: Recess    時間: 2025-3-22 00:37
Scalability and Parallelization of Monte-Carlo Tree Search,e implications in terms of parallelization. We focus on our Go program . and our Havannah program.. We use multicore machines and message-passing machines. For both games and on both type of machines we achieve adequate efficiency for the parallel version. However, in spite of promising results in s
作者: Forsake    時間: 2025-3-22 08:31
Computational Experiments with the RAVE Heuristic,at often improves the performance of UCT-based algorithms. However, there are situations where RAVE misleads the search whereas pure UCT search can find the correct solution. Two games, the simple abstract game Sum of Switches (.) and the game of Go, are used to study the behavior of the RAVE heuris
作者: 修飾    時間: 2025-3-22 10:02
Monte-Carlo Simulation Balancing in Practice, been tested in a very artificial setting: it was limited to 5×5 and 6×6 Go, and required a stronger external program that served as a supervisor. In this paper, the effectiveness of simulation balancing is demonstrated in a more realistic setting. A state-of-the-art program, ., learned an improved
作者: Celiac-Plexus    時間: 2025-3-22 14:25

作者: Celiac-Plexus    時間: 2025-3-22 18:11
Node-Expansion Operators for the UCT Algorithm,, but so far node expansion has not been investigated. In this paper we show that delaying expansion according to the number of the siblings delivers a gain of more than 92% when compared to normal expansion. We propose three improvements; one that uses domain knowledge and two that are domain-indep
作者: monologue    時間: 2025-3-23 01:14

作者: Resection    時間: 2025-3-23 02:22

作者: 粘連    時間: 2025-3-23 09:26
A Human-Computer Team Experiment for 9x9 Go, we have to ask ourselves how can computers make effective use of the ever-increasing computer power. In 2002, we started a human-computer team experiment with very long thinking times and no restrictions on the procedure, to see how strong such a team could be. We will introduce our experimental me
作者: 嚴(yán)厲批評    時間: 2025-3-23 10:09
Consultation Algorithm for Computer Shogi: Move Decisions by Majority,ividual players. A method that can create multiple players from one program is presented. Applying a simple rule to select a decision on a single move, the consultation algorithm improves the performance of computer Shogi engines. It is also demonstrated that a council system consisting of three wel
作者: 線    時間: 2025-3-23 17:50
Optimistic Selection Rule Better Than Majority Voting System, where each player uses a different series of pseudo-random numbers. A combination of multiple players under the majority voting system would improve the performance of a Shogi-playing computer. We present a new strategy of move selection based on the search values of a number of players. The move d
作者: achlorhydria    時間: 2025-3-23 21:21
Knowledge Abstraction in Chinese Chess Endgame Databases,o the main memory of a computer during tournaments. In this paper, a novel knowledge abstraction strategy is proposed to compress endgame databases. The goal is to obtain succinct knowledge for practical endgames. A specialized goal-oriented search method is described and applied on the important en
作者: INCUR    時間: 2025-3-24 01:17

作者: aerobic    時間: 2025-3-24 06:01
A Markovian Process Modeling for Pickomino, has to make the best decisions first to choose the dice to keep, then to choose between continuing or stopping depending on the previous rolls and on the available resources. Markov Decision Processes (MDPs) offer the formal framework to model this game. The two main problems are first to determine
作者: Vertebra    時間: 2025-3-24 07:14

作者: Fibroid    時間: 2025-3-24 12:54

作者: DEAWL    時間: 2025-3-24 18:50

作者: TAIN    時間: 2025-3-24 20:24

作者: 2否定    時間: 2025-3-25 03:14
https://doi.org/10.1007/978-3-7908-1932-8the proof and disproof number of a leaf node with the help of a heuristic evaluation function. Experiments in LOA and Surakarta show that compared to PN and PN., which use mobility to initialize the proof and disproof numbers, EF-PN and EF-PN. take between 45% to 85% less time for solving positions.
作者: conifer    時間: 2025-3-25 06:39
https://doi.org/10.1007/978-3-7908-1932-8e implications in terms of parallelization. We focus on our Go program . and our Havannah program.. We use multicore machines and message-passing machines. For both games and on both type of machines we achieve adequate efficiency for the parallel version. However, in spite of promising results in s
作者: 酷熱    時間: 2025-3-25 10:32

作者: tenuous    時間: 2025-3-25 11:57
OUV Value of Gulangyu Cultural Heritage, been tested in a very artificial setting: it was limited to 5×5 and 6×6 Go, and required a stronger external program that served as a supervisor. In this paper, the effectiveness of simulation balancing is demonstrated in a more realistic setting. A state-of-the-art program, ., learned an improved
作者: achlorhydria    時間: 2025-3-25 19:08
https://doi.org/10.1007/978-981-15-3016-6as more than two outcomes. It is for example the case in games that can end in draw positions. In this case it improves significantly a MCTS solver to take into account bounds on the possible scores of a node in order to select the nodes to explore. We apply our algorithm to solving Seki in the game
作者: 蛤肉    時間: 2025-3-25 20:22
Technique and Design for Protection,, but so far node expansion has not been investigated. In this paper we show that delaying expansion according to the number of the siblings delivers a gain of more than 92% when compared to normal expansion. We propose three improvements; one that uses domain knowledge and two that are domain-indep
作者: Cleave    時間: 2025-3-26 03:59

作者: Isolate    時間: 2025-3-26 07:34
https://doi.org/10.1007/978-1-4020-6395-4n opening book. We improved the algorithm used for generating and storing these games considerably. However, the results were not very robust, as (i) opening books are definitely not transitive, making the non-regression testing extremely difficult, (ii) different time settings lead to opposite conc
作者: 千篇一律    時間: 2025-3-26 08:40

作者: mucous-membrane    時間: 2025-3-26 14:01
https://doi.org/10.1007/978-1-4020-6395-4ividual players. A method that can create multiple players from one program is presented. Applying a simple rule to select a decision on a single move, the consultation algorithm improves the performance of computer Shogi engines. It is also demonstrated that a council system consisting of three wel
作者: 澄清    時間: 2025-3-26 20:05

作者: AWL    時間: 2025-3-26 23:01
https://doi.org/10.1007/978-1-4020-6395-4o the main memory of a computer during tournaments. In this paper, a novel knowledge abstraction strategy is proposed to compress endgame databases. The goal is to obtain succinct knowledge for practical endgames. A specialized goal-oriented search method is described and applied on the important en
作者: critic    時間: 2025-3-27 04:39

作者: semiskilled    時間: 2025-3-27 08:13
The Variational Approach to Fracture has to make the best decisions first to choose the dice to keep, then to choose between continuing or stopping depending on the previous rolls and on the available resources. Markov Decision Processes (MDPs) offer the formal framework to model this game. The two main problems are first to determine
作者: Osteoporosis    時間: 2025-3-27 12:20
Score Bounded Monte-Carlo Tree Search,as more than two outcomes. It is for example the case in games that can end in draw positions. In this case it improves significantly a MCTS solver to take into account bounds on the possible scores of a node in order to select the nodes to explore. We apply our algorithm to solving Seki in the game of Go and to Connect Four.
作者: llibretto    時間: 2025-3-27 14:48
A Human-Computer Team Experiment for 9x9 Go, we have to ask ourselves how can computers make effective use of the ever-increasing computer power. In 2002, we started a human-computer team experiment with very long thinking times and no restrictions on the procedure, to see how strong such a team could be. We will introduce our experimental method and show the results so far.
作者: 搖擺    時間: 2025-3-27 18:20
https://doi.org/10.1007/978-3-7908-1932-8For the first time, automated Hex solvers have surpassed humans in their ability to solve Hex positions: they can now solve many 9×9 Hex openings. We summarize the methods that attained this milestone, and examine the future of Hex solvers.
作者: Lacerate    時間: 2025-3-27 22:20

作者: gimmick    時間: 2025-3-28 02:13
https://doi.org/10.1007/978-3-642-17928-0chess; games; go; maze design; monte-carlo search; monte-carlo simulation; multi-player games; pickomino; ra
作者: Emg827    時間: 2025-3-28 10:11
978-3-642-17927-3The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer-Verlag GmbH, DE
作者: 玩笑    時間: 2025-3-28 13:15

作者: Blasphemy    時間: 2025-3-28 14:56
Lecture Notes in Computer Sciencehttp://image.papertrans.cn/c/image/234642.jpg
作者: mighty    時間: 2025-3-28 22:12
https://doi.org/10.1007/978-1-4020-6395-4. Moreover, our research showed that from a finite set of opening books, we can choose a distribution on these opening books so that the resultant randomly constructed opening book has a significantly better performance than each of the deterministic opening books.
作者: definition    時間: 2025-3-29 02:03

作者: coltish    時間: 2025-3-29 04:49
A Principled Method for Exploiting Opening Books,. Moreover, our research showed that from a finite set of opening books, we can choose a distribution on these opening books so that the resultant randomly constructed opening book has a significantly better performance than each of the deterministic opening books.
作者: Pigeon    時間: 2025-3-29 07:31
Job-Level Proof-Number Search for Connect6,g openings on desktop grids. For some of these openings, so far no human expert had been able to find a winning strategy. Our experiments also show that the speedups for solving the test positions are roughly linear, fluctuating from . to .. Hence, JL-PN search appears to be a quite promising approach to solving games.
作者: 無法解釋    時間: 2025-3-29 11:54

作者: Tinea-Capitis    時間: 2025-3-29 16:49

作者: 施加    時間: 2025-3-29 21:07
Monte-Carlo Opening Books for Amazons,e an MCTS-based technique, Meta-MCTS, to create such opening books. This method, while requiring some tuning to arrive at the best opening book possible, shows promising results to create an opening book for the game of the Amazons, even if this is at the cost of removing its Monte-Carlo part.
作者: 半圓鑿    時間: 2025-3-30 02:41
Conference proceedings 2011players, multi-player games, extraversion, and combinatorial game theory. In addition a wide range of computer games is dealt with, such as Chinese Checkers, Chinese Chess, Connect6, Go, Havannah, Lines of Action, Pckomino, Shogi, Surakarta, and Yahtzee.
作者: 咆哮    時間: 2025-3-30 04:58
0302-9743 n Computers and Games, CG 2010, held in Kanazawa, Japan, in September 2010.The 24 papers presented were carefully reviewed and selected for inclusion in this book. They cover a wide range of topics such as monte-carlo tree search, proof-number search, UCT algorithm, scalability, parallelization, ope
作者: 退潮    時間: 2025-3-30 09:08
https://doi.org/10.1007/978-3-7908-1932-8PN and PN., which use mobility to initialize the proof and disproof numbers, EF-PN and EF-PN. take between 45% to 85% less time for solving positions. Based on these results, we may conclude that EF-PN and EF-PN. reduce the search space considerably.
作者: 遣返回國    時間: 2025-3-30 13:16

作者: chalice    時間: 2025-3-30 18:58

作者: 首創(chuàng)精神    時間: 2025-3-30 23:21
https://doi.org/10.1007/978-1-4020-6395-4ral maze features to consider in such a function definition. Finally, we share our preferred design choices, make design process observations, and note the applicability of these techniques to variations of the Rook Jumping Maze.
作者: 恩惠    時間: 2025-3-31 01:46

作者: 暗諷    時間: 2025-3-31 07:37





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