標(biāo)題: Titlebook: Computers and Games; 4th International Co H. Jaap Herik,Yngvi Bj?rnsson,Nathan S. Netanyahu Conference proceedings 2006 Springer-Verlag Ber [打印本頁(yè)] 作者: 信賴 時(shí)間: 2025-3-21 16:59
書(shū)目名稱Computers and Games影響因子(影響力)
書(shū)目名稱Computers and Games影響因子(影響力)學(xué)科排名
書(shū)目名稱Computers and Games網(wǎng)絡(luò)公開(kāi)度
書(shū)目名稱Computers and Games網(wǎng)絡(luò)公開(kāi)度學(xué)科排名
書(shū)目名稱Computers and Games被引頻次
書(shū)目名稱Computers and Games被引頻次學(xué)科排名
書(shū)目名稱Computers and Games年度引用
書(shū)目名稱Computers and Games年度引用學(xué)科排名
書(shū)目名稱Computers and Games讀者反饋
書(shū)目名稱Computers and Games讀者反饋學(xué)科排名
作者: 針葉類的樹(shù) 時(shí)間: 2025-3-21 20:38
Structured Peer-to-Peer Resource Space,p from 3) under tournament conditions on regular hardware without using risky forward-pruning techniques. We also present empirical evidence that with today’s sophisticated evaluation functions good checker play in backgammon does not require deep searches.作者: separate 時(shí)間: 2025-3-22 02:07 作者: corpus-callosum 時(shí)間: 2025-3-22 08:20
Structured Peer-to-Peer Resource Space,ds. New trainable methods are presented for learning to estimate potential territory from examples. The trainable methods can be used in combination with our previously developed method for predicting life and death [25]. Experiments show that all methods are greatly improved by adding knowledge of life and death.作者: 恩惠 時(shí)間: 2025-3-22 10:25
https://doi.org/10.1007/978-0-387-72772-1. In this paper, we propose a general method that uses these relevancy zones for searching for compound goals. A compound goal is constructed from less complex atomic goals, using the standard connectives. In contrast to other approaches that treat goals separately in the search phase, compound goal search obtains exact results.作者: 手段 時(shí)間: 2025-3-22 16:40
Game-Tree Search with Adaptation in Stochastic Imperfect-Information Games, of each betting option, and does real-time opponent modeling to improve its evaluation function estimates. The result is a program that defeats . convincingly, and poses a much tougher challenge for strong human players.作者: 手段 時(shí)間: 2025-3-22 17:09
Generating an Opening Book for Amazons,ogram to play the opening well. We discuss a number of possible methods for creating opening books, focusing mainly on automatic construction, and explain which seem best suited for games with large branching factors such as Amazons.作者: Analogy 時(shí)間: 2025-3-22 22:44 作者: cartilage 時(shí)間: 2025-3-23 03:00 作者: Diastole 時(shí)間: 2025-3-23 09:37
Probabilistic Resource Space Model,o rule sets of Chinese chess: an Asian rule set and a Chinese rule set. Out of these 50 databases, 24 are verified complete with Asian rule set, whereas 21 are verified complete with Chinese rule set (i.e., not stained by the special rules). The 3 databases, KRKCC, KRKPPP and KRKCGG, are complete with Asian rule set, but stained by Chinese rules.作者: pulse-pressure 時(shí)間: 2025-3-23 12:53 作者: 樹(shù)膠 時(shí)間: 2025-3-23 16:55 作者: 極大的痛苦 時(shí)間: 2025-3-23 20:06 作者: absorbed 時(shí)間: 2025-3-24 00:03 作者: Interferons 時(shí)間: 2025-3-24 04:12
*-M, Performance in Backgammon,p from 3) under tournament conditions on regular hardware without using risky forward-pruning techniques. We also present empirical evidence that with today’s sophisticated evaluation functions good checker play in backgammon does not require deep searches.作者: defenses 時(shí)間: 2025-3-24 10:35
,Associating Shallow and Selective Global Tree Search with Monte Carlo for 9 × 9 Go,ior to the other ones. At each iteration, random games are started at leaf nodes to compute mean values. The progressive pruning rule and the min-max rule are applied to non terminal nodes. We set up experiments demonstrating the relevance of this approach. . used this algorithm at the 8. Computer Olympiad held in Graz.作者: 不可救藥 時(shí)間: 2025-3-24 13:58
Learning to Estimate Potential Territory in the Game of Go,ds. New trainable methods are presented for learning to estimate potential territory from examples. The trainable methods can be used in combination with our previously developed method for predicting life and death [25]. Experiments show that all methods are greatly improved by adding knowledge of life and death.作者: intoxicate 時(shí)間: 2025-3-24 18:43
Searching for Compound Goals Using Relevancy Zones in the Game of Go,. In this paper, we propose a general method that uses these relevancy zones for searching for compound goals. A compound goal is constructed from less complex atomic goals, using the standard connectives. In contrast to other approaches that treat goals separately in the search phase, compound goal search obtains exact results.作者: backdrop 時(shí)間: 2025-3-24 21:50 作者: optional 時(shí)間: 2025-3-25 00:21
https://doi.org/10.1007/978-0-387-72772-1ogram to play the opening well. We discuss a number of possible methods for creating opening books, focusing mainly on automatic construction, and explain which seem best suited for games with large branching factors such as Amazons.作者: TERRA 時(shí)間: 2025-3-25 04:56 作者: 易改變 時(shí)間: 2025-3-25 09:43 作者: 箴言 時(shí)間: 2025-3-25 11:38
https://doi.org/10.1007/978-0-387-72772-1and a new method for efficiently solving weakly dependent regions. In a typical final position, more than half the points on the board can be proved safe by our current solver. This almost doubles the number of proven points compared to the 26.4% reported in [3].作者: Epidural-Space 時(shí)間: 2025-3-25 17:55
https://doi.org/10.1007/978-1-4302-1986-6oves. In one variant of Gaps, the algorithm enables to search more efficiently with a small transposition table. In Morpion Solitaire, a transposition table is not even needed. The best known sequence for this game is proved optimal for more than one hundred moves.作者: ALIEN 時(shí)間: 2025-3-25 22:02
An Improved Safety Solver for Computer Go,and a new method for efficiently solving weakly dependent regions. In a typical final position, more than half the points on the board can be proved safe by our current solver. This almost doubles the number of proven points compared to the 26.4% reported in [3].作者: 凹室 時(shí)間: 2025-3-26 04:09
Incremental Transpositions,oves. In one variant of Gaps, the algorithm enables to search more efficiently with a small transposition table. In Morpion Solitaire, a transposition table is not even needed. The best known sequence for this game is proved optimal for more than one hundred moves.作者: 畸形 時(shí)間: 2025-3-26 07:25 作者: –DOX 時(shí)間: 2025-3-26 09:40 作者: 恩惠 時(shí)間: 2025-3-26 15:46
Structured Peer-to-Peer Resource Space, domains is based on statistical sampling. When full search is required, . is often the algorithm of choice. However, . is a full-width search algorithm. A class of algorithms were developed by Bruce Ballard to improve on .’s runtime. They allow for cutoffs in trees with chance nodes similar to how 作者: pester 時(shí)間: 2025-3-26 20:18 作者: 彈藥 時(shí)間: 2025-3-26 22:27
https://doi.org/10.1007/978-0-387-72772-1o experimental Monte-Carlo programs. We provide a min-max algorithm that iteratively deepens the tree until one move at the root is proved to be superior to the other ones. At each iteration, random games are started at leaf nodes to compute mean values. The progressive pruning rule and the min-max 作者: Distribution 時(shí)間: 2025-3-27 03:33
Structured Peer-to-Peer Resource Space,literature, which do not require a notion of life and death. Several enhancements are introduced which can improve the performance of the direct methods. New trainable methods are presented for learning to estimate potential territory from examples. The trainable methods can be used in combination w作者: 技術(shù) 時(shí)間: 2025-3-27 06:58
https://doi.org/10.1007/978-0-387-72772-1 to assure the correct evaluation of Go positions, the safety of stones and territories must be proved by an exact method..The first exact algorithm, due to Benson [1], determines the unconditional safety of stones and completely surrounded territories. Müller [3] develops static rules for detecting作者: ensemble 時(shí)間: 2025-3-27 13:25
https://doi.org/10.1007/978-0-387-72772-1lective goal-directed search algorithms. These goal-directed searches can use relevancy zones to determine which part of the board influences the goal. In this paper, we propose a general method that uses these relevancy zones for searching for compound goals. A compound goal is constructed from les作者: 分發(fā) 時(shí)間: 2025-3-27 17:32 作者: averse 時(shí)間: 2025-3-27 21:28
Unstructured Peer-to-Peer Resource Space,ly into the physical memory. The algorithm makes use of disk I/O patterns and saves disk I/O time. Using our algorithm we construct a set of Chinese-chess endgame databases with one side having attacking pieces. The performance result shows that our algorithm works well even when the number of posit作者: FICE 時(shí)間: 2025-3-28 01:12
https://doi.org/10.1007/978-0-387-72772-1nd few expert games to draw on. Also, the huge branching factor, over 1000 available legal moves during most of the opening, makes selecting good moves difficult. Still, one or two bad moves in the opening can doom a player to passive play and an almost certain loss, so it is essential for a good pr作者: nitroglycerin 時(shí)間: 2025-3-28 04:26 作者: 慌張 時(shí)間: 2025-3-28 09:15
So Many Platforms, So Many Options, no additional overhead. By examining different elements of the pawn structure, the method checks whether the Pawns form a blockage which prevents the King from penetrating into the opponent’s camp. It then checks several criteria to find out whether the blockage is permanent.作者: Ingest 時(shí)間: 2025-3-28 13:51 作者: 獨(dú)行者 時(shí)間: 2025-3-28 15:23 作者: 史前 時(shí)間: 2025-3-28 18:54 作者: 討厭 時(shí)間: 2025-3-28 23:51 作者: AVID 時(shí)間: 2025-3-29 03:42
Introduction: What Was Is Not What Is, butterfly heuristic. Instead of only recording moves which are the best move in a node, we also record the moves which are applied in the search tree. Both scores are taken into account in the relative history heuristic. In this way we favour moves which on average are good over moves which are som作者: 令人心醉 時(shí)間: 2025-3-29 07:36 作者: 腐蝕 時(shí)間: 2025-3-29 12:10
Computers and Games978-3-540-32489-8Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: brachial-plexus 時(shí)間: 2025-3-29 17:08 作者: adipose-tissue 時(shí)間: 2025-3-29 22:41 作者: 昏睡中 時(shí)間: 2025-3-30 03:49 作者: antenna 時(shí)間: 2025-3-30 05:22 作者: 虛情假意 時(shí)間: 2025-3-30 09:49 作者: 無(wú)表情 時(shí)間: 2025-3-30 16:05 作者: CUMB 時(shí)間: 2025-3-30 19:17
Efficient Control of Selective Simulations,uations. The value of selective sampling has been demonstrated in domains such as Backgammon, Scrabble, poker, bridge, and even Go. This article describes efficient methods for controlling selective simulations.作者: 治愈 時(shí)間: 2025-3-30 21:45
Building a World-Champion Arimaa Program,to beat a top human player. My program, ., won the 2004 computer championship, but failed to beat Omar for the prize. This paper describes the problems with building a strong Arimaa program and details of the program’s design.作者: 誘拐 時(shí)間: 2025-3-31 01:06
Blockage Detection in Pawn Endings, no additional overhead. By examining different elements of the pawn structure, the method checks whether the Pawns form a blockage which prevents the King from penetrating into the opponent’s camp. It then checks several criteria to find out whether the blockage is permanent.作者: 瑪瑙 時(shí)間: 2025-3-31 07:33 作者: Digitalis 時(shí)間: 2025-3-31 09:59
https://doi.org/10.1007/11674399artificial intelligence; chess; computer; computer chess; computer chess championship; database; intellige作者: 作繭自縛 時(shí)間: 2025-3-31 14:58
978-3-540-32488-1Springer-Verlag Berlin Heidelberg 2006作者: Recessive 時(shí)間: 2025-3-31 18:57
Efficient Control of Selective Simulations,uations. The value of selective sampling has been demonstrated in domains such as Backgammon, Scrabble, poker, bridge, and even Go. This article describes efficient methods for controlling selective simulations.作者: 思鄉(xiāng)病 時(shí)間: 2025-3-31 22:27
Game-Tree Search with Adaptation in Stochastic Imperfect-Information Games,n of the game. Although the program plays reasonably well, it is oblivious to the opponent’s weaknesses and biases. Modeling the opponent to exploit predictability is critical to success at poker. This paper introduces ., a program that uses a game-tree search algorithm to compute the expected value作者: 實(shí)現(xiàn) 時(shí)間: 2025-4-1 05:14 作者: Chauvinistic 時(shí)間: 2025-4-1 09:00 作者: CURT 時(shí)間: 2025-4-1 10:36
,Associating Shallow and Selective Global Tree Search with Monte Carlo for 9 × 9 Go,o experimental Monte-Carlo programs. We provide a min-max algorithm that iteratively deepens the tree until one move at the root is proved to be superior to the other ones. At each iteration, random games are started at leaf nodes to compute mean values. The progressive pruning rule and the min-max 作者: Eosinophils 時(shí)間: 2025-4-1 14:31 作者: LEVY 時(shí)間: 2025-4-1 22:09