標(biāo)題: Titlebook: Computers and Games; 5th International Co H. Jaap Herik,Paolo Ciancarini,H. H. L. M. (Jeroen Conference proceedings 2007 Springer-Verlag Be [打印本頁(yè)] 作者: 炸彈 時(shí)間: 2025-3-21 20:01
書(shū)目名稱(chēng)Computers and Games影響因子(影響力)
書(shū)目名稱(chēng)Computers and Games影響因子(影響力)學(xué)科排名
書(shū)目名稱(chēng)Computers and Games網(wǎng)絡(luò)公開(kāi)度
書(shū)目名稱(chēng)Computers and Games網(wǎng)絡(luò)公開(kāi)度學(xué)科排名
書(shū)目名稱(chēng)Computers and Games被引頻次
書(shū)目名稱(chēng)Computers and Games被引頻次學(xué)科排名
書(shū)目名稱(chēng)Computers and Games年度引用
書(shū)目名稱(chēng)Computers and Games年度引用學(xué)科排名
書(shū)目名稱(chēng)Computers and Games讀者反饋
書(shū)目名稱(chēng)Computers and Games讀者反饋學(xué)科排名
作者: 滑稽 時(shí)間: 2025-3-21 20:22 作者: 改革運(yùn)動(dòng) 時(shí)間: 2025-3-22 00:33
A New Heuristic Search Algorithm for Capturing Problems in Go,hich the prey block is located. The algorithm starts using three order liberties of the chain as the basis of the position evaluation, the value is then adjusted by the presence of few liberty-surrounding opponent blocks. The algorithm solved most capturing problems in Kano’s four volumes of graded 作者: negotiable 時(shí)間: 2025-3-22 07:16 作者: 賄賂 時(shí)間: 2025-3-22 12:32
Monte-Carlo Proof-Number Search for Computer Go,is a reliable algorithm. It requires a well defined goal to prove. This can be seen as a disadvantage. In contrast to proof-number search, Monte-Carlo evaluation is a flexible stochastic evaluation for game-tree search. In order to improve the efficiency of proof-number search, we introduce a new al作者: overbearing 時(shí)間: 2025-3-22 16:35 作者: overbearing 時(shí)間: 2025-3-22 17:42
Combinatorics of Go, ×. board, and develop a dynamic programming algorithm which computes .(.,.) in time .(......) and space .(...), for some constant .5.4. An implementation of this algorithm enables us to list .(.,.) for .?≤?17. For larger boards, we prove the existence of a .. of ~2.9757341920433572493. Based on a作者: 貞潔 時(shí)間: 2025-3-22 23:43
Abstracting Knowledge from Annotated Chinese-Chess Game Records,ext format that using natural languages, manually transforming it into computer readable forms is time consuming and difficult. Written expert annotations of Chinese-Chess games show different styles. By analyzing and collecting commonly used phrases and patterns from experts’ annotations, we introd作者: Pituitary-Gland 時(shí)間: 2025-3-23 02:25 作者: wall-stress 時(shí)間: 2025-3-23 05:35
A Skat Player Based on Monte-Carlo Simulation,w algorithmic ideas besides the techniques developed for Bridge. Our Skat-playing program, called DDS (Double Dummy Solver), integrates well-known techniques such as . with two new search enhancements. . generalizes symmetry reductions, disseminated by Ginsberg’s Partition Search algorithm, to searc作者: Ceramic 時(shí)間: 2025-3-23 10:52 作者: Presbyopia 時(shí)間: 2025-3-23 15:26 作者: 謙卑 時(shí)間: 2025-3-23 19:22
Search Versus Knowledge Revisited Again,his field, there are still some open questions, e.g., what happens at search depths beyond 12 plies, and what is the effect of the program’s knowledge on diminishing returns? The paper presents an experiment that attempts to answer these questions. The results (a) confirm that diminishing returns in作者: saphenous-vein 時(shí)間: 2025-3-24 00:46
L, Strategies,l in a grid and must be shifted or rotated by the player before they land. Patterns of monochromatic 2×2 blocks in the terrain are regularly deleted. The primary goal is to contain the terrain within a fixed height and, if possible, clear the grid..We deal with questions such as: (1) Can the game be作者: neutrophils 時(shí)間: 2025-3-24 05:21 作者: 換話題 時(shí)間: 2025-3-24 07:10
https://doi.org/10.1007/978-3-540-75538-8AI planning; algorithmic learning; algorithms; artificial intelligence; computer games; computers and gam作者: Trabeculoplasty 時(shí)間: 2025-3-24 12:44 作者: 用不完 時(shí)間: 2025-3-24 16:36 作者: 邊緣帶來(lái)墨水 時(shí)間: 2025-3-24 20:04 作者: URN 時(shí)間: 2025-3-24 23:33 作者: 兇兆 時(shí)間: 2025-3-25 03:37 作者: 恭維 時(shí)間: 2025-3-25 08:12
Creating PLI Applications Using VPI Routinesis a reliable algorithm. It requires a well defined goal to prove. This can be seen as a disadvantage. In contrast to proof-number search, Monte-Carlo evaluation is a flexible stochastic evaluation for game-tree search. In order to improve the efficiency of proof-number search, we introduce a new al作者: 投票 時(shí)間: 2025-3-25 14:39 作者: nostrum 時(shí)間: 2025-3-25 17:10
Creating PLI Applications Using VPI Routines ×. board, and develop a dynamic programming algorithm which computes .(.,.) in time .(......) and space .(...), for some constant .5.4. An implementation of this algorithm enables us to list .(.,.) for .?≤?17. For larger boards, we prove the existence of a .. of ~2.9757341920433572493. Based on a作者: 虛度 時(shí)間: 2025-3-25 20:38 作者: paleolithic 時(shí)間: 2025-3-26 00:14
The Verilog? Hardware Description Languageombination of game tree search and learning methods can achieve grand-master level play in backgammon. In this work, we develop a player for the game of hearts, a 4-player game, based on stochastic linear regression and TD learning. Using a small set of basic game features we exhaustively combined f作者: 粗糙濫制 時(shí)間: 2025-3-26 04:35 作者: 口音在加重 時(shí)間: 2025-3-26 08:41
,Verilog – A Tutorial Introduction,c and the challenge is to determine the game-theoretical values of the positions in the cycles. In this contribution we prove the existence and uniqueness of the solution to one-player Can’t Stop, and give an efficient approximation algorithm to solve it by incorporating Newton’s method with retrogr作者: 駕駛 時(shí)間: 2025-3-26 12:45
https://doi.org/10.1007/978-0-387-85344-4n techniques – are able to solve really hard problems. However, the performance of DF-PN and PDS decreases drastically when the search space significantly exceeds the available memory. A straightforward enhancement trick to overcome this problem is presented. Experiments on Atari Go and Lines of Act作者: Granular 時(shí)間: 2025-3-26 19:59 作者: 無(wú)瑕疵 時(shí)間: 2025-3-27 00:39
,Verilog – A Tutorial Introduction,l in a grid and must be shifted or rotated by the player before they land. Patterns of monochromatic 2×2 blocks in the terrain are regularly deleted. The primary goal is to contain the terrain within a fixed height and, if possible, clear the grid..We deal with questions such as: (1) Can the game be作者: commonsense 時(shí)間: 2025-3-27 01:50
,Verilog – A Tutorial Introduction,egies for playing sums of games of this form have been proposed in the literature [2,3,4]. In this work we propose a new approach for evaluating the different strategies based on the types of the subgames participating in a sum game. While previous comparisons [3,4] were only able to rank the strate作者: 鉗子 時(shí)間: 2025-3-27 08:01 作者: Nebulizer 時(shí)間: 2025-3-27 13:02 作者: Lignans 時(shí)間: 2025-3-27 14:30 作者: Regurgitation 時(shí)間: 2025-3-27 20:36
Automatic Strategy Verification for Hex,We present a concise and/or-tree notation for describing Hex strategies together with an easily implemented algorithm for verifying strategy correctness. To illustrate our algorithm, we use it to verify Jing Yang’s 7×7 centre-opening strategy.作者: Ostrich 時(shí)間: 2025-3-27 23:16
Counting the Number of Three-Player Partizan Cold Games,We give upper and lower bounds on ..[.] equal to the number of three-player partizan cold games born by day .. In particular, we give an upper bound of . and a lower bound of .(..[.]) where ..[.] is the number of surreal numbers born by day ..作者: 時(shí)間等 時(shí)間: 2025-3-28 02:40 作者: Legend 時(shí)間: 2025-3-28 09:06 作者: 留戀 時(shí)間: 2025-3-28 12:40
0302-9743 Overview: 978-3-540-75537-1978-3-540-75538-8Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: GONG 時(shí)間: 2025-3-28 16:06
Lecture Notes in Computer Sciencehttp://image.papertrans.cn/c/image/234645.jpg作者: daredevil 時(shí)間: 2025-3-28 21:56 作者: CHOIR 時(shí)間: 2025-3-29 01:19
https://doi.org/10.1007/b116513nerating rather intelligent commentary. The main advantages of our work over related approaches are: (a) it has the ability to act as a tutor for the whole game of chess, and (b) it has a relatively solid chess understanding and is thus able to adequately comment on positional aspects.作者: 牲畜欄 時(shí)間: 2025-3-29 03:34 作者: condescend 時(shí)間: 2025-3-29 08:53 作者: catagen 時(shí)間: 2025-3-29 14:37 作者: Breach 時(shí)間: 2025-3-29 18:37 作者: Alveoli 時(shí)間: 2025-3-29 19:45
Creating PLI Applications Using VPI Routines complexity of Go, proving an upper bound on the number of possible games of (.). and a lower bound of . on .×.boards and . on 1 ×. boards, in addition to exact counts for .?≤?4 and estimates up to .?=?9. Most proofs and some additional results had to be left out to observe the page limit. They may be found in the full version available at?[8].作者: extinct 時(shí)間: 2025-3-30 03:19
https://doi.org/10.1007/b116513ents on the analysis of the middle phase of games indicate that our strategy achieves a low error rate. We hope to exploit this approach to collect automatically a great diversity of Chinese-Chess knowledge that is currently in text format.作者: Working-Memory 時(shí)間: 2025-3-30 07:03 作者: Hirsutism 時(shí)間: 2025-3-30 12:15
,Verilog – A Tutorial Introduction,sses of each strategy. We show that none of the strategies can be considered the best in an absolute sense. Therefore we recommend the development of type-based approximate strategies with enhanced performance.作者: 扔掉掐死你 時(shí)間: 2025-3-30 13:51
Computer Analysis of Chess Champions,fact that calm positional players in their typical games have less chance to commit gross tactical errors than aggressive tactical players. Therefore, we designed a method to assess the difficulty of positions. Some of the results of this computer analysis might be quite surprising. Overall, the results can be nicely interpreted by a chess expert.作者: 易怒 時(shí)間: 2025-3-30 17:15
Monte-Carlo Proof-Number Search for Computer Go,and evaluate it on a sub-problem of Go, the Life-and-Death problem. The results show a clear improvement in time efficiency and memory usage: the test problems are solved two times faster and four times less nodes are expanded on average. Future work will assess possibilities to extend this method to other enhanced Proof-Number techniques.作者: palliative-care 時(shí)間: 2025-3-30 23:56
Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search,ovides a fine-grained control of the tree growth, at the level of individual simulations, and allows efficient selectivity. The resulting algorithm was implemented in a 9×9 Go-playing program, ., that won the 10th KGS computer-Go tournament.作者: 緯線 時(shí)間: 2025-3-31 04:34
Combinatorics of Go, complexity of Go, proving an upper bound on the number of possible games of (.). and a lower bound of . on .×.boards and . on 1 ×. boards, in addition to exact counts for .?≤?4 and estimates up to .?=?9. Most proofs and some additional results had to be left out to observe the page limit. They may be found in the full version available at?[8].作者: 碳水化合物 時(shí)間: 2025-3-31 05:25 作者: 骨 時(shí)間: 2025-3-31 13:07 作者: 大量殺死 時(shí)間: 2025-3-31 13:27 作者: 得意牛 時(shí)間: 2025-3-31 18:33 作者: cortisol 時(shí)間: 2025-4-1 00:21 作者: upstart 時(shí)間: 2025-4-1 04:38
,Verilog – A Tutorial Introduction,ness of the solution to one-player Can’t Stop, and give an efficient approximation algorithm to solve it by incorporating Newton’s method with retrograde analysis. We give results of applying this method to small versions of one-player Can’t Stop.作者: entail 時(shí)間: 2025-4-1 07:55
https://doi.org/10.1007/978-0-387-85344-4ntly exceeds the available memory. A straightforward enhancement trick to overcome this problem is presented. Experiments on Atari Go and Lines of Action show great practical value of the proposed enhancement.作者: CHARM 時(shí)間: 2025-4-1 11:24
https://doi.org/10.1007/978-0-387-85344-4 on diminishing returns? The paper presents an experiment that attempts to answer these questions. The results (a) confirm that diminishing returns in chess exist, and more importantly (b) show that the amount of knowledge a program has influences when diminishing returns will start to manifest themselves.作者: 點(diǎn)燃 時(shí)間: 2025-4-1 17:22 作者: 牙齒 時(shí)間: 2025-4-1 19:12