派博傳思國際中心

標(biāo)題: Titlebook: Computers and Games; 9th International Co Aske Plaat,Walter Kosters,Jaap van den Herik Conference proceedings 2016 Springer International P [打印本頁]

作者: inroad    時間: 2025-3-21 17:46
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: STEER    時間: 2025-3-21 22:15
Human-Side Strategies in the Werewolf Game Against the Stealth Werewolf Strategy,limitation. The solution shows that the winning rates of the human-side are more than half when the number of werewolves is assigned as in common play. Since it is thought to be fair and interesting for the winning rate to stay near 50%, the result suggests that the “stealth werewolf” strategy is no
作者: MELD    時間: 2025-3-22 01:38
Fast Seed-Learning Algorithms for Games,of these algorithms, namely rectangular algorithms (fully parallel) and bandit algorithms (faster in a sequential setup). We check the performance on several board games and card games. In addition, in the case of Go, we check the methodology when the opponent is completely distinct to the one used in the training.
作者: Horizon    時間: 2025-3-22 05:10

作者: manifestation    時間: 2025-3-22 09:18
https://doi.org/10.1007/978-3-642-40817-5 used not only as stand-alone players but also inside Monte Carlo Tree Search to select and bias moves. Using neural networks inside the tree search is a challenge due to their slow execution time even if accelerated on a GPU. In this paper we evaluate several strategies to limit the number of nodes
作者: CAPE    時間: 2025-3-22 14:23
https://doi.org/10.1007/978-3-642-40817-5ieved remarkable success in Go and other games. However, recent studies on simple regret reveal that there are better exploration strategies. To further improve the performance, a leaf to be explored is determined not only by the mean but also by the whole reward distribution. We adopted a hybrid ap
作者: CAPE    時間: 2025-3-22 17:08

作者: 緊張過度    時間: 2025-3-22 22:15

作者: FRAUD    時間: 2025-3-23 05:11

作者: incision    時間: 2025-3-23 08:09
https://doi.org/10.1007/978-3-642-40817-5t computer players for 2048 uses temporal difference learning (TD learning) with .-tuple networks, and it matters a great deal how to design .-tuple networks. In this paper, we study the .-tuple networks for the game 2048. In the first set of experiments, we conduct TD learning by selecting 6- and 7
作者: COM    時間: 2025-3-23 13:39

作者: 來這真柔軟    時間: 2025-3-23 16:16

作者: 不舒服    時間: 2025-3-23 22:00

作者: debouch    時間: 2025-3-23 22:38

作者: 艱苦地移動    時間: 2025-3-24 02:20

作者: Cloudburst    時間: 2025-3-24 10:03

作者: Autobiography    時間: 2025-3-24 10:57
What does it Mean to be Human?,s a two-person zero-sum game with an existential and a universal player where the existential player tries to meet all constraints and the universal player intends to force at least one constraint to be not satisfied..Originally, the universal player is only restricted to set the universal variables
作者: 逃避系列單詞    時間: 2025-3-24 18:15
Peter Bouwknegt,Jim McCarthy,Krzysztof Pilch .. This paper describes a new approach to general game modeling that arose from this need. A . is automatically generated from a given library of source code, from the constructors and associated parameters found along its class hierarchy, to give a context-free grammar that provides access to the
作者: 兩棲動物    時間: 2025-3-24 20:44

作者: Inkling    時間: 2025-3-25 00:16
Aske Plaat,Walter Kosters,Jaap van den HerikIncludes supplementary material:
作者: macrophage    時間: 2025-3-25 04:37
Lecture Notes in Computer Sciencehttp://image.papertrans.cn/c/image/234647.jpg
作者: HAIL    時間: 2025-3-25 08:22

作者: 社團    時間: 2025-3-25 12:25

作者: 能夠支付    時間: 2025-3-25 16:07
Lecture Notes in Physics MonographsWe establish the existence of . Go games, addressing an open problem in “Combinatorics of Go” by Tromp and Farneb?ck.
作者: 大猩猩    時間: 2025-3-25 22:33

作者: Type-1-Diabetes    時間: 2025-3-26 00:49

作者: 補充    時間: 2025-3-26 07:37
A Googolplex of Go Games,We establish the existence of . Go games, addressing an open problem in “Combinatorics of Go” by Tromp and Farneb?ck.
作者: 暗語    時間: 2025-3-26 08:50
https://doi.org/10.1007/978-3-319-50935-8agent based; algorithms; communication; machine learning; neural networks; algorithm analysis and problem
作者: 連系    時間: 2025-3-26 14:48

作者: 騎師    時間: 2025-3-26 20:38
Computers and Games978-3-319-50935-8Series ISSN 0302-9743 Series E-ISSN 1611-3349
作者: muster    時間: 2025-3-26 23:00
https://doi.org/10.1007/978-3-642-40817-5of these algorithms, namely rectangular algorithms (fully parallel) and bandit algorithms (faster in a sequential setup). We check the performance on several board games and card games. In addition, in the case of Go, we check the methodology when the opponent is completely distinct to the one used in the training.
作者: 兇猛    時間: 2025-3-27 05:02
Conference proceedings 2016s), theoretical aspects and complexity (five papers) and cognition model (one paper). The paper Using Partial Tablebases in Breakthrough by Andrew Isaac and Richard Lorentz received the Best Paper Award..
作者: 未成熟    時間: 2025-3-27 05:47
0302-9743 (seven papers), concrete games (seven papers), theoretical aspects and complexity (five papers) and cognition model (one paper). The paper Using Partial Tablebases in Breakthrough by Andrew Isaac and Richard Lorentz received the Best Paper Award..978-3-319-50934-1978-3-319-50935-8Series ISSN 0302-9743 Series E-ISSN 1611-3349
作者: 十字架    時間: 2025-3-27 11:08

作者: abreast    時間: 2025-3-27 16:11
Pruning Playouts in Monte-Carlo Tree Search for the Game of Havannah,Thus, the method evaluates the estimated “good” moves more precisely. We have tested our improvement for the game of Havannah and compared it to several classic improvements. Our method outperforms the classic version of MCTS (with the RAVE improvement) and the different playout policies of MCTS that we have experimented.
作者: 放氣    時間: 2025-3-27 21:40

作者: plasma-cells    時間: 2025-3-28 00:41

作者: 伸展    時間: 2025-3-28 03:20
A Class Grammar for General Games,rce code, from the constructors and associated parameters found along its class hierarchy, to give a context-free grammar that provides access to the underlying code while hiding its implementation details.
作者: 暗語    時間: 2025-3-28 09:55
https://doi.org/10.1007/978-3-642-40817-5 in the search tree in which neural networks are used. All strategies are assessed using the freely available cuDNN library. We compare our strategies against an optimal upper bound which can be estimated by removing timing constraints. We show that the best strategies are only 50 ELO points worse than this upper bound.
作者: figure    時間: 2025-3-28 12:05

作者: 修剪過的樹籬    時間: 2025-3-28 15:46

作者: 邊緣帶來墨水    時間: 2025-3-28 21:46

作者: 甜瓜    時間: 2025-3-29 00:31

作者: placebo-effect    時間: 2025-3-29 04:51
Lecture Notes in Physics Monographsted couples perform better than those with positive correlation within the couples. From computer chess practice it was at least known that systems of very positively correlated bots were not too successful.
作者: 觀點    時間: 2025-3-29 11:16
Conference proceedings 2016eiden, The Netherlands,in conjunction with the 19th Computer Olympiad and the 22nd World Computer-Chess Championship..The 20 papers presented were carefully reviewed and selected of 30 submitted papers.?.The 20 papers cover a wide range of computer games and many different research topics ?in four m
作者: 泥瓦匠    時間: 2025-3-29 13:10
0302-9743 e on Computers and Games,CG 2016, held in Leiden, The Netherlands,in conjunction with the 19th Computer Olympiad and the 22nd World Computer-Chess Championship..The 20 papers presented were carefully reviewed and selected of 30 submitted papers.?.The 20 papers cover a wide range of computer games an
作者: 不出名    時間: 2025-3-29 17:05
https://doi.org/10.1007/978-3-642-40817-5 forward allows us to create partial tablebases on the last . rows of each side of the board. We show how doing this enables us to create a much stronger MCTS based 6?.?6 player and allows us to solve positions that would otherwise be out of reach.
作者: jungle    時間: 2025-3-29 20:19

作者: Inertia    時間: 2025-3-30 02:47

作者: 樂器演奏者    時間: 2025-3-30 07:16
Short Coherence Length Superconductors,ither most users nor the Go programmers have realized it. A central part of the paper describes successful pioneers in Go play with computer help. Progress in computer-aided Go may also lead to progress in human Go and in computer Go itself.
作者: Apraxia    時間: 2025-3-30 11:30

作者: 津貼    時間: 2025-3-30 13:03

作者: Incommensurate    時間: 2025-3-30 18:31
https://doi.org/10.1007/978-3-642-40817-5librium for all instances of Mastermind up?to the most classical instance of 4 pegs and 6 colors, showing that the uniform distribution is not always the best choice for the Codemaker. We also show the direct relation between Nash Equilibrium computations and computations of worst-case and average-case strategies.
作者: 權(quán)宜之計    時間: 2025-3-30 23:22

作者: Organization    時間: 2025-3-31 03:55

作者: 打擊    時間: 2025-3-31 05:33
Nash Equilibrium in Mastermind,librium for all instances of Mastermind up?to the most classical instance of 4 pegs and 6 colors, showing that the uniform distribution is not always the best choice for the Codemaker. We also show the direct relation between Nash Equilibrium computations and computations of worst-case and average-case strategies.
作者: 晚來的提名    時間: 2025-3-31 12:22

作者: 在前面    時間: 2025-3-31 17:22

作者: Expurgate    時間: 2025-3-31 19:12
Monte Carlo Tree Search with Robust Exploration,proach to obtain reliable distributions. A negamax-style backup of reward distributions is used in the shallower half of a search tree, and UCT is adopted in the rest of the tree. Experiments on synthetic trees show that this presented method outperformed UCT and similar methods, except for trees having uniform width and depth.
作者: 不可救藥    時間: 2025-3-31 22:45
Heuristic Function Evaluation Framework,alues instead of relying on game theoretic values that are hard to obtain in many cases. We also propose several metrics for comparing heuristic evaluations to benchmark values and discuss the feasibility of using MCTS benchmarks with those metrics.
作者: 向外供接觸    時間: 2025-4-1 02:15
Werewolf Game Modeling Using Action Probabilities Based on Play Log Analysis,tion experiments of the werewolf game using an agent based on our proposed behavioral model, as well as a random agent for comparison. Consequently, we obtained an 81.55% coincidence ratio of agent behavior versus human behavior.
作者: Between    時間: 2025-4-1 09:31
Quantified Integer Programs with Polyhedral Uncertainty Set, within their upper and lower bounds. We extend this idea by adding constraints for the universal variables, i.e., restricting the universal player to some polytope instead of the hypercube created by bounds. We also show how this extended structure can be polynomial-time reduced to a QIP.
作者: occurrence    時間: 2025-4-1 11:53
An Analysis of Majority Systems with Dependent Agents in a Simple Subtraction Game,ted couples perform better than those with positive correlation within the couples. From computer chess practice it was at least known that systems of very positively correlated bots were not too successful.
作者: 在駕駛    時間: 2025-4-1 15:59
Using Partial Tablebases in Breakthrough,be able to construct a reasonable endgame tablebase on the standard 8?.?8 board, or even on a 6?.?6 board. The fact that Breakthrough pieces only move forward allows us to create partial tablebases on the last . rows of each side of the board. We show how doing this enables us to create a much stron
作者: 敘述    時間: 2025-4-1 18:49

作者: attenuate    時間: 2025-4-2 02:20

作者: MAIM    時間: 2025-4-2 03:34
Pruning Playouts in Monte-Carlo Tree Search for the Game of Havannah,y of MCTS. The idea is to prune the decisions which seem “bad” (according to the previous iterations of the algorithm) before computing each playout. Thus, the method evaluates the estimated “good” moves more precisely. We have tested our improvement for the game of Havannah and compared it to sever




歡迎光臨 派博傳思國際中心 (http://www.pjsxioz.cn/) Powered by Discuz! X3.5
德州市| 金昌市| 镇江市| 毕节市| 民县| 仁怀市| 龙海市| 龙门县| 丰镇市| 蒲江县| 华蓥市| 长寿区| 永福县| 郁南县| 洛阳市| 苍山县| 大安市| 疏勒县| 安西县| 剑河县| 孟津县| 裕民县| 永寿县| 泉州市| 房山区| 小金县| 东丰县| 皮山县| 洱源县| 乐清市| 日喀则市| 彭州市| 集贤县| 满城县| 奎屯市| 黄石市| 苍溪县| 太谷县| 长宁县| 洱源县| 新宾|