派博傳思國際中心

標(biāo)題: Titlebook: Computers and Games; Second International Tony Marsland,Ian Frank Conference proceedings 2001 Springer-Verlag Berlin Heidelberg 2001 Comput [打印本頁]

作者: Extraneous    時間: 2025-3-21 18:47
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: 開花期女    時間: 2025-3-22 00:00

作者: Sad570    時間: 2025-3-22 01:33

作者: 創(chuàng)作    時間: 2025-3-22 07:07
https://doi.org/10.1007/978-1-4684-8231-7 when the number of pairs and the length of the strings is small, e.g., four and three, respectively. We discuss algorithms for solving the PCP and for generating difficult PCP instances. This problem poses unique difficulties because the size of the search space is unbounded.
作者: 沉積物    時間: 2025-3-22 12:46

作者: 認(rèn)為    時間: 2025-3-22 15:24
Wolfgang Henhapl,Cliff B. Jonesnly one of the players possesses attacking piece(s). We show the results we have in constructing and analyzing a set of 151 endgame databases with a total of at most two attacking pieces, four defending pieces and two Kings. Our databases can be used by Chinese chess computer playing systems and computer aided Chinese chess training systems.
作者: 認(rèn)為    時間: 2025-3-22 20:44
https://doi.org/10.1007/978-0-387-35352-4for exploring these games stems from complexity considerations in combinatorial game theory, extending the hitherto 0-player and solitaire cellular automata games to two-player games, and the theory of linear error correcting codes.
作者: amnesia    時間: 2025-3-22 22:06
Strategies for the Automatic Construction of Opening Booksegy and reduces the opportunities for the opponent to force the player out of the book. The algorithm was used to calculate opening books for several games, including Awari and Othello, and helped to win the Awari tournament of the Computer Olympiad [.].
作者: ADAGE    時間: 2025-3-23 03:35

作者: organic-matrix    時間: 2025-3-23 06:05

作者: 流動性    時間: 2025-3-23 12:01

作者: neurologist    時間: 2025-3-23 15:17

作者: 不適當(dāng)    時間: 2025-3-23 21:16

作者: 恃強凌弱的人    時間: 2025-3-24 01:28
Markus Rupp,Stefan Schwarz,Martin Taranetzill in its infancy. The game ofAwari offers the possibility to achieve both goals. This paper describes the efforts to design an evaluation function without any human expertise as part of the Awari playing program ., as being developed by the Awari team1 at the University of Alberta.
作者: Innovative    時間: 2025-3-24 05:47
S. Hochstein,B. Minke,P. Hillman searching. The performance of these two methods highly depends on the symmetricity and the length of the sequence of required jumps. Our algorithm can solve all the peg solitaire problem instances we tried and the total computational time is less than 20 minutes on an ordinary notebook personal computer.
作者: Tortuous    時間: 2025-3-24 06:47
Integer Programming Based Algorithms for Peg Solitaire Problems searching. The performance of these two methods highly depends on the symmetricity and the length of the sequence of required jumps. Our algorithm can solve all the peg solitaire problem instances we tried and the total computational time is less than 20 minutes on an ordinary notebook personal computer.
作者: gain631    時間: 2025-3-24 12:47
Lecture Notes in Computer Sciencehttp://image.papertrans.cn/c/image/234646.jpg
作者: 躺下殘殺    時間: 2025-3-24 17:24

作者: Antioxidant    時間: 2025-3-24 19:10

作者: Communal    時間: 2025-3-24 23:37

作者: Eviction    時間: 2025-3-25 05:24

作者: recession    時間: 2025-3-25 08:54
Wolfgang Henhapl,Cliff B. Jonesechnique in the construction of Chinese chess endgame databases. Although the two types of chess have the same number of pieces, similar individual characteristics for pieces, and comparable scales of the size of the boards, the fundamental differences in their playing rules lead to different constr
作者: Induction    時間: 2025-3-25 11:57

作者: IOTA    時間: 2025-3-25 16:41
https://doi.org/10.1007/978-1-349-26949-5ules of the game. Early on it was recognized that the key would be to adequately represent the relationships between the pieces and to evaluate the strengths or weaknesses of such relationships. As such, representations have developed, including a graph-based model. In this paper we extend the work
作者: Carcinoma    時間: 2025-3-25 20:53

作者: opprobrious    時間: 2025-3-26 00:19
L. Henderson,I. Putt,D. Ainge,G. Coombs investigates how temporal difference learning and genetic algorithms can be used to improve various decisions made during game-tree search. The existent TD algorithms are not directly suitable for learning search decisions. Therefore we propose a modified update rule that uses the TD error of the e
作者: 歡呼    時間: 2025-3-26 05:08
The University for Industry Pilot Projectayer being assigned a distinct color and choosing one so far uncolored edge per move. In avoidance games, completing a monochromatic subgraph isomorphic to another graph . leads to immediate defeat or is forbidden and the first player that cannot move loses. In the avoidance+ variant, both players a
作者: 財主    時間: 2025-3-26 10:18
https://doi.org/10.1007/978-0-387-35352-4onsists of transplanting a virus from some u into a selected neighborhood . of ., while devouring every virus in ., and replicating in ., i.e., placing a virus on all vertices of . where there wasn’t any virus. The player first killing all the virus wins, and the opponent loses. If there is no last
作者: 排斥    時間: 2025-3-26 13:57

作者: 考得    時間: 2025-3-26 19:28

作者: 軍械庫    時間: 2025-3-26 21:56
Development and Aging of the Vitreous,hat of Lichtenstein and Sipser [.], who first showed PSPACE-hardness of Go by letting the outcome of a game depend on the capture of a large group of stones. A greater simplicity is achieved by avoiding the need for pipes and crossovers.
作者: 縫紉    時間: 2025-3-27 04:48

作者: abreast    時間: 2025-3-27 08:40
Clinical Methods of Vitreous Examination,9 plies and thousands of games for every single match. Overall, we executed 24,000 self-play games (3,000 per match) in one “calibration” match and seven “depth X+1?X” handicap matches at fixed iteration depths ranging from 5–12 plies. For the experiment to be realistic and independently repeatable,
作者: 改進(jìn)    時間: 2025-3-27 11:56

作者: 莎草    時間: 2025-3-27 13:50

作者: 存在主義    時間: 2025-3-27 19:25
978-3-540-43080-3Springer-Verlag Berlin Heidelberg 2001
作者: 才能    時間: 2025-3-28 00:06

作者: 自作多情    時間: 2025-3-28 03:30
0302-9743 Overview: 978-3-540-43080-3978-3-540-45579-0Series ISSN 0302-9743 Series E-ISSN 1611-3349
作者: 圖畫文字    時間: 2025-3-28 07:03

作者: 表臉    時間: 2025-3-28 11:17
Regulation of Spemann’s Organizer FormationWe present a new algorithm for selective search by iterative expansion of leaf nodes. The algorithm reasons with leaf evaluations in a way that leads to high confidence in the choice of move at the root. Performance of the algorithm is measured under a variety of conditions, as compared to minimax with ./. pruning, and to best-first minimax.
作者: Legend    時間: 2025-3-28 17:22

作者: Ganglion-Cyst    時間: 2025-3-28 18:47
A Least-Certainty Heuristic for Selective SearchWe present a new algorithm for selective search by iterative expansion of leaf nodes. The algorithm reasons with leaf evaluations in a way that leads to high confidence in the choice of move at the root. Performance of the algorithm is measured under a variety of conditions, as compared to minimax with ./. pruning, and to best-first minimax.
作者: 橡子    時間: 2025-3-29 00:41
Awari Retrograde AnalysisThis paper introduces an alternative algorithm for Retrograde Analysis in Awari. A parallel version of this algorithm created Awari endgame databases of up to 35 pebbles. Both sequential and parallel versions of the algorithm are compared to sequential and parallel versions of the traditional Retrograde Analysis algorithm.
作者: exquisite    時間: 2025-3-29 05:22

作者: PAEAN    時間: 2025-3-29 09:02
Lambda-Search in Game Trees — with Application to Goifferent orders of threat-sequences (so-called lambda-trees), focusing the search on threats and threat-aversions, but still guaranteeing to find the minimax value (provided that the game-rules allow passing or zugzwang is not a motive). Using negligible working memory in itself, the method seems ab
作者: Nebulizer    時間: 2025-3-29 12:02
Abstract Proof Searchausible moves in each position. As in early Chess programs, these methods have shortcomings, they often neglect good moves or overlook a refutation. We propose a safe method to select the interesting moves using game definition functions. This method has multiple advantages over basic alphabeta sear
作者: 切割    時間: 2025-3-29 18:31

作者: 改正    時間: 2025-3-29 19:51
Strategies for the Automatic Construction of Opening Booksd moves suggested by theory, or simply by listing all games ever played by strong players [.,.,.]. Interest has recently shifted to automatic opening book construction where positions are selected by a best-first strategy, evaluated using a brute force search and then added to the opening book [.]..
作者: relieve    時間: 2025-3-30 00:53
Construction of Chinese Chess Endgame Databases by Retrograde Analysisechnique in the construction of Chinese chess endgame databases. Although the two types of chess have the same number of pieces, similar individual characteristics for pieces, and comparable scales of the size of the boards, the fundamental differences in their playing rules lead to different constr
作者: beta-cells    時間: 2025-3-30 05:40
Learning from Perfection to, are challenging but potentially very powerful tools. While some advances have been made in parameter tuning, the field of feature discovery is still in its infancy. The game ofAwari offers the possibility to achieve both goals. This paper describes the efforts to design an evaluation function w
作者: 反復(fù)拉緊    時間: 2025-3-30 09:39

作者: 主講人    時間: 2025-3-30 15:52

作者: 小鹿    時間: 2025-3-30 18:11
Learning Time Allocation Using Neural Networks investigates how temporal difference learning and genetic algorithms can be used to improve various decisions made during game-tree search. The existent TD algorithms are not directly suitable for learning search decisions. Therefore we propose a modified update rule that uses the TD error of the e
作者: 鉗子    時間: 2025-3-30 23:59
The Complexity of Graph Ramsey Gamesayer being assigned a distinct color and choosing one so far uncolored edge per move. In avoidance games, completing a monochromatic subgraph isomorphic to another graph . leads to immediate defeat or is forbidden and the first player that cannot move loses. In the avoidance+ variant, both players a
作者: Offensive    時間: 2025-3-31 01:13
Virus Versus Mankindonsists of transplanting a virus from some u into a selected neighborhood . of ., while devouring every virus in ., and replicating in ., i.e., placing a virus on all vertices of . where there wasn’t any virus. The player first killing all the virus wins, and the opponent loses. If there is no last
作者: 制定法律    時間: 2025-3-31 06:11

作者: calamity    時間: 2025-3-31 09:42
Integer Programming Based Algorithms for Peg Solitaire Problemshe trade name of Hi-Q..In this paper, we dealt with the peg solitaire problem as an integer programming problem. We proposed algorithms based on the backtrack search method and relaxation methods for integer programming problem..The algorithms first solve relaxed problems and get an upper bound of t
作者: 指耕作    時間: 2025-3-31 14:12

作者: 出沒    時間: 2025-3-31 18:28
Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphsiders the computational complexity of Amazons puzzles and restricted Amazons endgames. We first prove the NP-completeness of the Hamilton circuit problem for cubic subgraphs of the integer grid. This result is then used to showthat solving Amazons puzzles is an NP-complete task and determining the w
作者: 大罵    時間: 2025-3-31 21:51
New Self-Play Results in Computer Chess9 plies and thousands of games for every single match. Overall, we executed 24,000 self-play games (3,000 per match) in one “calibration” match and seven “depth X+1?X” handicap matches at fixed iteration depths ranging from 5–12 plies. For the experiment to be realistic and independently repeatable,
作者: 大包裹    時間: 2025-4-1 02:47

作者: septicemia    時間: 2025-4-1 09:30

作者: Lineage    時間: 2025-4-1 12:53
Lambda-Search in Game Trees — with Application to Gomplementation of abstract game-specific knowledge. This is illustrated on open-space Go block tactics, distinguishing between different orders of ladders, and offering some possible grounding work regarding an abstract formalization of the concept of relevancy-zones (zones outside of which added sto
作者: obstinate    時間: 2025-4-1 15:39





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