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Titlebook: Computers and Games; 5th International Co H. Jaap Herik,Paolo Ciancarini,H. H. L. M. (Jeroen Conference proceedings 2007 Springer-Verlag Be

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發(fā)表于 2025-3-21 20:01:48 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Computers and Games
副標(biāo)題5th International Co
編輯H. Jaap Herik,Paolo Ciancarini,H. H. L. M. (Jeroen
視頻videohttp://file.papertrans.cn/235/234645/234645.mp4
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: Computers and Games; 5th International Co H. Jaap Herik,Paolo Ciancarini,H. H. L. M. (Jeroen Conference proceedings 2007 Springer-Verlag Be
出版日期Conference proceedings 2007
關(guān)鍵詞AI planning; algorithmic learning; algorithms; artificial intelligence; computer games; computers and gam
版次1
doihttps://doi.org/10.1007/978-3-540-75538-8
isbn_softcover978-3-540-75537-1
isbn_ebook978-3-540-75538-8Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer-Verlag Berlin Heidelberg 2007
The information of publication is updating

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




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A New Heuristic Search Algorithm for Capturing Problems in Go,hich the prey block is located. The algorithm starts using three order liberties of the chain as the basis of the position evaluation, the value is then adjusted by the presence of few liberty-surrounding opponent blocks. The algorithm solved most capturing problems in Kano’s four volumes of graded
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Monte-Carlo Proof-Number Search for Computer Go,is a reliable algorithm. It requires a well defined goal to prove. This can be seen as a disadvantage. In contrast to proof-number search, Monte-Carlo evaluation is a flexible stochastic evaluation for game-tree search. In order to improve the efficiency of proof-number search, we introduce a new al
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Combinatorics of Go, ×. board, and develop a dynamic programming algorithm which computes .(.,.) in time .(......) and space .(...), for some constant .
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Abstracting Knowledge from Annotated Chinese-Chess Game Records,ext format that using natural languages, manually transforming it into computer readable forms is time consuming and difficult. Written expert annotations of Chinese-Chess games show different styles. By analyzing and collecting commonly used phrases and patterns from experts’ annotations, we introd
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A Skat Player Based on Monte-Carlo Simulation,w algorithmic ideas besides the techniques developed for Bridge. Our Skat-playing program, called DDS (Double Dummy Solver), integrates well-known techniques such as . with two new search enhancements. . generalizes symmetry reductions, disseminated by Ginsberg’s Partition Search algorithm, to searc
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