標(biāo)題: Titlebook: Knowledge-Free and Learning-Based Methods in Intelligent Game Playing; Jacek Mańdziuk Book 2010 Springer-Verlag Berlin Heidelberg 2010 art [打印本頁] 作者: gratuity 時間: 2025-3-21 17:08
書目名稱Knowledge-Free and Learning-Based Methods in Intelligent Game Playing影響因子(影響力)
書目名稱Knowledge-Free and Learning-Based Methods in Intelligent Game Playing影響因子(影響力)學(xué)科排名
書目名稱Knowledge-Free and Learning-Based Methods in Intelligent Game Playing網(wǎng)絡(luò)公開度
書目名稱Knowledge-Free and Learning-Based Methods in Intelligent Game Playing網(wǎng)絡(luò)公開度學(xué)科排名
書目名稱Knowledge-Free and Learning-Based Methods in Intelligent Game Playing被引頻次
書目名稱Knowledge-Free and Learning-Based Methods in Intelligent Game Playing被引頻次學(xué)科排名
書目名稱Knowledge-Free and Learning-Based Methods in Intelligent Game Playing年度引用
書目名稱Knowledge-Free and Learning-Based Methods in Intelligent Game Playing年度引用學(xué)科排名
書目名稱Knowledge-Free and Learning-Based Methods in Intelligent Game Playing讀者反饋
書目名稱Knowledge-Free and Learning-Based Methods in Intelligent Game Playing讀者反饋學(xué)科排名
作者: APRON 時間: 2025-3-21 22:35
Jacek Mańdziukoduces the discussion of the contemporary debate of scientif.This undergraduate textbook introduces some fundamental issues in philosophy of science for students of philosophy and science students. The book is divided into two parts. Part 1 deals with knowledge and values. Chap. 1 presents the class作者: CIS 時間: 2025-3-22 00:44 作者: 分貝 時間: 2025-3-22 04:49 作者: hematuria 時間: 2025-3-22 11:30 作者: Verify 時間: 2025-3-22 15:19
Jacek Mańdziukn nahezu allen Disziplinen ein stetig wachsendes Feld wissenschaftlicher Auseinandersetzung. Will man bestimmen, was ?Gewalt? ist, sollen also Gegenstand und Begriff definiert werden, so ist dies mit einer ganzen Reihe von Schwierigkeiten behaftet. Zum Beispiel herrscht darüber, ob Gewalthandeln im 作者: 安裝 時間: 2025-3-22 17:36
Jacek Mańdziukischen Fragestellung des Ost-West-Vergleichs (Kap. 2) auf einer makrosozialen Systemebene betrachtet. Schulbezogene Gewaltforschung hat aber ebenso die Institutionen-, also die Mesoebene mit in den Blick zu nehmen. Eine Durchmusterung der vorliegenden schulbezogenen Gewaltstudien der neunziger Jahre作者: Arrhythmia 時間: 2025-3-22 22:48
Introduction date back to 1,000 - 2,000 BC..Games also became a fascinating topic for Artificial Intelligence (AI). The first widely-known “AI approach” to mind games was noted as early as 1769 when Baron Wolfgang von Kempelen’s automaton chess player named . was presented at the court of Empress Maria Theresa.作者: Curmudgeon 時間: 2025-3-23 03:04
Foundations of AI and CI in Games. Claude Shannon’s Postulateswere laid in seminal papers by the giants of AI and general computer science: von Neumann and Morgenstern [333], Shannon [296], Turing [327], Newell, Shaw and Simon [238], Samuel [277, 279], and others. In the 60 years that followed these first investigations, all relevant aspects of machine game pl作者: 迎合 時間: 2025-3-23 06:26
Basic AI Methods and Toolssumed in this chapter that the evaluation function, i.e. the function returning the estimation of a goodness of a given game position is of linear form, represented as a weighted sum of real-valued (usually binary or integer) features. This is the most common situation, encountered in almost all adv作者: installment 時間: 2025-3-23 12:32
State of the Arting programs surpassed world human champions in chess, checkers, Scrabble, and Othello, and are making a striking progress in Go, poker and bridge..The volume of research projects and research papers devoted to AI and games is too high to even try to describe the discipline and the achievements in a作者: Ligament 時間: 2025-3-23 14:34
An Overview of Computational Intelligence Methodselligence. Unlike AI, which relies on symbolic learning and heuristic approaches to problem solving, CI mainly involves systems that are inspired from nature, such as (artificial) neural networks, evolutionary computation, fuzzy systems, chaos theory, probabilistic methods, swarm intelligence, ant s作者: Oversee 時間: 2025-3-23 19:36 作者: 搖曳的微光 時間: 2025-3-24 02:05 作者: ODIUM 時間: 2025-3-24 04:10
Game Representationon of the board in the form of a linear vector is often applied. Usually the value of each element defines the presence of a (particular) piece and a sign denotes the side to which the piece belongs, with a value of zero representing an empty square. Such an approach, although well suited for comput作者: MIME 時間: 2025-3-24 08:26 作者: Arthr- 時間: 2025-3-24 12:48
Move Ranking and Search-Free Playingprogram, or as a training tool for human players, or - most frequently - as a preliminary step before more expensive analysis is performed. In particular, initial sorting of possible moves according to their potential strength is often used in alpha-beta pruning algorithms, thus leaving more time fo作者: Granular 時間: 2025-3-24 14:50 作者: 山崩 時間: 2025-3-24 19:19 作者: 悠然 時間: 2025-3-25 00:14 作者: 狗舍 時間: 2025-3-25 06:15 作者: 潛移默化 時間: 2025-3-25 09:44 作者: Individual 時間: 2025-3-25 12:39 作者: eczema 時間: 2025-3-25 17:17 作者: 元音 時間: 2025-3-25 21:31
Evaluation Function Learningograms both aspects are painstakingly addressed and both highly contribute to the final program’s rating. In the CI motivated approaches the focus is much more on the evaluation function aspect rather than the search, since the latter - in its technical implementation - is located outside the scope of CI.作者: Melodrama 時間: 2025-3-26 00:16
1860-949X ent in their approaches to game pl- ing. Humans use intuition, perception mechanisms, selective search, creat- ity, abstraction, heuristic abilities and other cognitive skills to compensate their (comparably) slow information processing speed, relatively low m- ory capacity, and limited search abili作者: flex336 時間: 2025-3-26 07:43
Game RepresentationThese features are often reflected in the form of 2D patterns, rather than linear vectors. Intuitively, when talking about efficient game representations, the ones accounting for spatial, two-dimensional relations should also deserve attention.作者: 訓(xùn)誡 時間: 2025-3-26 08:59
Efficient TD Trainingature one might suppose that all relevant questions concerning this type of learning have already been answered and if there exist any ambiguities they must refer to secondary issues or specific implementation details.作者: 出血 時間: 2025-3-26 14:07
Move Ranking and Search-Free Playingr exploration of the most promising paths. Certainly in competitive tournament play, due to time constraints, efficient move pre-ordering must be either implemented in a search-free way or rely on shallow search in order to devote the remaining time to deeper, selective search.作者: CRANK 時間: 2025-3-26 16:48
Creativity and Knowledge Discoverynovel combination of old ideas,” where the novelty of a creative solution is reflected by its nonobviousness and interestingness. Yet another dictionary definition is “to bring into being or form out of nothing.”作者: trigger 時間: 2025-3-26 21:57
Jacek Mańdziukprovides a comprehensive overview of Knowledge-free and learning-based methods in intelligent game playing作者: AV-node 時間: 2025-3-27 01:35
Studies in Computational Intelligencehttp://image.papertrans.cn/k/image/544246.jpg作者: 圓柱 時間: 2025-3-27 06:19
978-3-642-26213-5Springer-Verlag Berlin Heidelberg 2010作者: Anonymous 時間: 2025-3-27 12:43
Knowledge-Free and Learning-Based Methods in Intelligent Game Playing978-3-642-11678-0Series ISSN 1860-949X Series E-ISSN 1860-9503 作者: Talkative 時間: 2025-3-27 15:48
https://doi.org/10.1007/978-3-642-11678-0artificial intelligence; computational intelligence; evolution; knowledge; knowledge discovery; learning; 作者: CURT 時間: 2025-3-27 18:31 作者: Entreaty 時間: 2025-3-27 22:48
1860-949X and machine axes of game playing development are perpendicular, but the most interesting, most promising, and probably also most di?cult research area lies on the junction between human-compatible knowledge and machine compatible processing.I undoubtedly share this 978-3-642-26213-5978-3-642-11678-0Series ISSN 1860-949X Series E-ISSN 1860-9503 作者: grudging 時間: 2025-3-28 05:45 作者: 國家明智 時間: 2025-3-28 07:52 作者: ARK 時間: 2025-3-28 11:12
Jacek Mańdziukesented by Karl Popper, with the conception of progress as accumulating knowledge, saving as muchas possible from older theories, represented by Pierre Duhem. A concluding chapter defends the natural attitude of taking the theories of modern science to be literally true, i.e. realism, in the face of作者: Adrenaline 時間: 2025-3-28 15:16
xplanation on which it relies, which are also rejected. It is not necessary to accept the more extreme claims about preservation of reference throughout scientific change in order to rebut antirealism, and Putnam’s thesis of the preservation of the extension of “water”, the idea that Dalton’s atoms 作者: RALES 時間: 2025-3-28 19:01 作者: 搖曳 時間: 2025-3-29 01:04 作者: 四指套 時間: 2025-3-29 03:12
Jacek MańdziukGrundlage entsprechender Ergebnisse zu wirkungsvollen Pr?ventionsans?tzen für die Schule zu gelangen. Auch hierzu liegen — neben ?lteren Studien (vgl. z.B. Fend 1977) — neuere Erkenntnisse aus empirischen Untersuchungen vor — allerdings in weitaus geringerem Umfang als es die Vielzahl der Studien, d作者: 注視 時間: 2025-3-29 07:54
Introductionseveral authors, including Edgar Allan Poe [256], the famous American novelist. Although . had apparently nothing in common with AI, the automaton is an evident illustration of humans’ perennial aspiration for creating intelligent machines able to defeat the strongest human players in popular mind g作者: PRE 時間: 2025-3-29 15:29
Foundations of AI and CI in Games. Claude Shannon’s Postulatestively to AI methods and AI playing systems. The reader interested in systematic and exhaustive presentation of AI developments in particular games may be willing to consult overview papers, e.g. [120, 303] for chess or [40, 237] for Go.作者: foreign 時間: 2025-3-29 18:57 作者: 遷移 時間: 2025-3-29 22:45
State of the Artd to chess, mentioning the famous Deep Blue machine and the latest accomplishment - Rybka. The next chapter introduces Chinook, the World Man- Machine Champion in checkers. Chapter 4.3 describes Logistello, program which won the Othello World Champion title in 1997. Chapter 4.4 mentions the two most作者: Deject 時間: 2025-3-30 03:54 作者: Vital-Signs 時間: 2025-3-30 04:57
Multi-game Playingto a certain class of games, usually two-player, perfect-information, zero-sum, deterministic ones..The majority of approaches developed in this area rely on symbolic, logical game representations, rooted in the mainstream of traditional AI. Relatively fewer examples can be found within the CI-relat作者: florid 時間: 2025-3-30 09:02 作者: 譏笑 時間: 2025-3-30 12:58
Book 2010348] with respect to chess, human and machine axes of game playing development are perpendicular, but the most interesting, most promising, and probably also most di?cult research area lies on the junction between human-compatible knowledge and machine compatible processing.I undoubtedly share this 作者: PALSY 時間: 2025-3-30 18:41
Knowledge-Free and Learning-Based Methods in Intelligent Game Playing