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Titlebook: Computers and Games; 6th International Co H. Jaap Herik,Xinhe Xu,Mark H. M. Winands Conference proceedings 2008 The Editor(s) (if applicabl

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發(fā)表于 2025-3-21 16:59:00 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書(shū)目名稱(chēng)Computers and Games
副標(biāo)題6th International Co
編輯H. Jaap Herik,Xinhe Xu,Mark H. M. Winands
視頻videohttp://file.papertrans.cn/235/234641/234641.mp4
叢書(shū)名稱(chēng)Lecture Notes in Computer Science
圖書(shū)封面Titlebook: Computers and Games; 6th International Co H. Jaap Herik,Xinhe Xu,Mark H. M. Winands Conference proceedings 2008 The Editor(s) (if applicabl
描述.This book constitutes the refereed proceedings of the 6th International Conference on Computers and Games, CG 2008, held in Beijing, China, in September/October 2008 co-located with the 13th Computer Olympiad and the 16th World Computer-Chess Championship...The 24 revised full papers presented were carefully reviewed and selected from 40 submissions. The papers cover all aspects of artificial intelligence in computer-game playing dealing with many different research topics, such as cognition, combinatorial game theory, search, knowledge representation, and optimization..
出版日期Conference proceedings 2008
關(guān)鍵詞AI planning; Monte C; algorithmic learning; cognitive modeling; combinatorics; computer chess; computer ga
版次1
doihttps://doi.org/10.1007/978-3-540-87608-3
isbn_softcover978-3-540-87607-6
isbn_ebook978-3-540-87608-3Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer-Verlag GmbH, DE
The information of publication is updating

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書(shū)目名稱(chēng)Computers and Games被引頻次




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書(shū)目名稱(chēng)Computers and Games讀者反饋




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https://doi.org/10.1007/978-0-387-71043-3ts show that the approach is more than 30 times faster than normal df-pn when we generate almost all legal moves (about 300 moves on average). The required time for processing remained approximately four times as long as that of df-pn using heuristic pruning (about 20 moves on average), but the corr
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Multimedia Systems and Applicationson of material are advantageous to a player. Our experimental results show that the performance of the algorithm is good and reliable. Therefore, building a large knowledge database of material combinations is recommended.
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Using Artificial Boundaries in the Game of Go, close off an area. This paper describes a new general framework for finding boundaries in a way such that existing local search methods can be used. Furthermore, by using a revised local UCT search method, it is shown experimentally that this framework increases performance on local Go problems with open boundaries.
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https://doi.org/10.1007/3-540-55075-5uation function. In this paper we investigate whether Monte-Carlo Tree Search (MCTS) is an interesting alternative for one-player games where A* and IDA* methods do not perform well. Therefore, we propose a new MCTS variant, called Single-Player Monte-Carlo Tree Search (SP-MCTS). The selection and b
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Lecture Notes in Computer Scienceor the game Lines of Action (LOA). A new MCTS variant, called MCTS-Solver, has been designed to play narrow tactical lines better in sudden-death games such as LOA. The variant differs from the traditional MCTS in respect to backpropagation and selection strategy. It is able to prove the game-theore
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