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Titlebook: Computers and Games; 7th International Co H. Jaap Herik,Hiroyuki Iida,Aske Plaat Conference proceedings 2011 The Editor(s) (if applicable)

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21#
發(fā)表于 2025-3-25 06:39:28 | 只看該作者
https://doi.org/10.1007/978-3-7908-1932-8e implications in terms of parallelization. We focus on our Go program . and our Havannah program.. We use multicore machines and message-passing machines. For both games and on both type of machines we achieve adequate efficiency for the parallel version. However, in spite of promising results in s
22#
發(fā)表于 2025-3-25 10:32:28 | 只看該作者
23#
發(fā)表于 2025-3-25 11:57:48 | 只看該作者
OUV Value of Gulangyu Cultural Heritage, been tested in a very artificial setting: it was limited to 5×5 and 6×6 Go, and required a stronger external program that served as a supervisor. In this paper, the effectiveness of simulation balancing is demonstrated in a more realistic setting. A state-of-the-art program, ., learned an improved
24#
發(fā)表于 2025-3-25 19:08:50 | 只看該作者
https://doi.org/10.1007/978-981-15-3016-6as more than two outcomes. It is for example the case in games that can end in draw positions. In this case it improves significantly a MCTS solver to take into account bounds on the possible scores of a node in order to select the nodes to explore. We apply our algorithm to solving Seki in the game
25#
發(fā)表于 2025-3-25 20:22:28 | 只看該作者
Technique and Design for Protection,, but so far node expansion has not been investigated. In this paper we show that delaying expansion according to the number of the siblings delivers a gain of more than 92% when compared to normal expansion. We propose three improvements; one that uses domain knowledge and two that are domain-indep
26#
發(fā)表于 2025-3-26 03:59:37 | 只看該作者
27#
發(fā)表于 2025-3-26 07:34:06 | 只看該作者
https://doi.org/10.1007/978-1-4020-6395-4n opening book. We improved the algorithm used for generating and storing these games considerably. However, the results were not very robust, as (i) opening books are definitely not transitive, making the non-regression testing extremely difficult, (ii) different time settings lead to opposite conc
28#
發(fā)表于 2025-3-26 08:40:03 | 只看該作者
29#
發(fā)表于 2025-3-26 14:01:32 | 只看該作者
https://doi.org/10.1007/978-1-4020-6395-4ividual players. A method that can create multiple players from one program is presented. Applying a simple rule to select a decision on a single move, the consultation algorithm improves the performance of computer Shogi engines. It is also demonstrated that a council system consisting of three wel
30#
發(fā)表于 2025-3-26 20:05:20 | 只看該作者
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