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Papers

Here you will find a lot of papers about computer games: choose a game and download papers.

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Last update: 22 September 2008
Papers available: 319 / 561 (in upload)

Games available:

Amazons

  1. A Knowledge-based Approach of the Game of Amazons
  2. Amazons
  3. An evaluation function for amazons
  4. An Evaluation Function for the Game of Amazons
  5. Exhaustive search in the game amazons
  6. Experiments in computer amazons 2
  7. Experiments in computer amazons
  8. Generalized Amazons is PSPACE–Complete
  9. Intelligent Amazons Opponents
  10. Simple amazons endgames and their connection to Hamilton circuits in cubic subgrid graphs
  11. Sums of Nx2 Amazons
  12. Temperature Discovery Search
  13. The Evolution of Mulan- Some Studies in Game-Tree Pruning and Evaluation Functions in the Game of Amazons
  14. Trasposition Table Driven Scheduling for Two-Player

Checkers

  1. A General Solution to the Graph History Interaction Problem
  2. A re-examination of brute force search
  3. A strategic metagame player for general chess-like games
  4. A world championship caliber checkers program
  5. Building the checkers 10-piece endgame databases
  6. Checkers - a preview of what will happen in chess
  7. Chinook - the world man machine checkers champion
  8. Comparing PSO structures to learn the game of checkers from zero knowledge
  9. Derivative Evaluation Function Learning Using Genetic Operators
  10. Distributed Decision Making in Checkers
  11. Evolving an Expert Checkers Playing Program
  12. Machine Learning Using a Genetic Algorithm to Optimise a Draughts Program Board Evaluation Function
  13. Man versus machine for the world checkers championship
  14. Man versus machine the silicon graphics world checkers championship
  15. Neuro Draughts An Application of Temporal Difference Learning to Draughts
  16. NeuroDraughts- the role of representation, search, training regime and architecture in a TD draughts player
  17. Parallel Search of Narrow Game Trees
  18. Partial Information Endgame Databases
  19. Reviving the game of checkers
  20. Search ideas in chinook
  21. Solving Checkers
  22. Solving the Game of Checkers
  23. Strategy Generation and Evaluation for Meta-Game Playing
  24. Temporal difference learning applied to a Hi-Performance Game-Playing program
  25. The 3B1b3W endgame
  26. The M star Algorithm- incorporating opponent models into adversary search
  27. The Role of Games in Understanding Computational Intelligence

Chess

Analysis of a chess engine

  1. A Generalized Bradley-Terry Model: From Group Competition to Individual Skill
  2. A method for estimating individual ratings
  3. Analysis of chess game outcomes
  4. Comparing move choices of chess search engines
  5. Elo-rating as a tool in the sequential estimation of dominance strenghs
  6. Generalized Bradley - Terry Models and Multiclass probability estimates
  7. Measuring the performance of Go programs
  8. MM algorithms for generalized Bradley - Terry models
  9. On a connection between the Bradley-Terry model and the Cox proportional hazards model
  10. Probabilistic Modelling in Multi-Competitor Games

Chess endgame database

  1. Efficient interior node recognition
  2. Endgame databases and efficient index schemes
  3. Generalising closed world specialisation a chess endgame application
  4. Generation and compression of endgame tables in chess
  5. Knowledgeable encoding and querying of endgame databases
  6. Legality of positions of simple chess endgames
  7. Solving Large Retrograde Analysis Problems Using a Network

Evaluation

  1. A taxonomy of concepts for evaluating chess strength
  2. Blockage Detection in King and Pawn Endings
  3. Cheval
  4. Evaluation of a chess position using computing with words
  5. Casual model for evaluating combinations of pattern in chess
  6. Experiments in distributing and coordinating knowledge
  7. Fuzzy Chess Tactics
  8. Knowledge discovery in chess databases - a research proposal
  9. Knowledge engineering in chess programming- Evaluation of a chess position-criteria and procedure
  10. Partial Order Bounding: a new approach to evaluation in game tree search
  11. Search vs Knowledge: empirical study of minimax on krk endgame

Hardware chess engine

  1. An FPGA based move generator for the game of chess 2
  2. An FPGA based move generator for the game of chess
  3. Behind Deep Blue
  4. Building a chess playing machine part 0
  5. Deep Blue
  6. Deep blue system overview
  7. Deep Blue: computer chess and massively parallel systems
  8. Designing a single chip chess grandmaster while knowing nothing about chess
  9. Knowledge discovery in Deep Blue
  10. Parallel Brutus- the first distribuited FPGA accelerated chess program
  11. The chess monster Hydra

Jonathan Schaeffer's lessons

  1. The Games Computers and People play
  2. Introduction
  3. Games
  4. AlphaBeta
  5. DAGs
  6. IDandMO
  7. EvaluationFunctions
  8. Windows
  9. SearchDepth
  10. Odds&Ends
  11. Single-agentSearch
  12. Evaluations
  13. PatternDataBases
  14. StarMinimax
  15. Sampling
  16. Conclusions

Learning

  1. A game learning machine
  2. A Self-Learning Evolutionary Chess Program
  3. An evolutionary approach for the tuning of a chess evaluation function using population dynamics
  4. Automatic Generation of an Evaluation Function for Chess Endgames
  5. Bootstrap learning of alpha beta evaluation function
  6. Chess Neighborhoods function combination and reinforcement learning
  7. Derivative Evaluation Function Learning Using Genetic Operators
  8. Efficient neural net alpha beta evaluators
  9. Evaluation function tuning via ordinal correlation
  10. Evolving chess playing programs
  11. Experience based adaptive search
  12. Experiments in parameter learning using temporal differences
  13. Explanation based learning and reinforcement learning - a unified view
  14. From simple feature to sophisticated evaluation function
  15. General game-playing and reinforcement learning
  16. GP-EndChess- using genetic programming to evolve chess endgame players
  17. KnightCap - a chess program that learns by combining TD(lambda) with minimax search
  18. Learning control of search extension
  19. Learning logical exceptions in chess
  20. Learning patterns for playing strategies
  21. Learning playing strategies in chess
  22. Learning Search Control in Adversary Games
  23. Learning to play chess selectively by acquiring move patterns
  24. Learning To Play Chess Using Temporal Differences
  25. Learning to play the game of chess
  26. Machine learning in computer chess- the next generation
  27. Machine Learning in Computer Chess-Genetic Programming and KRK
  28. Temporal difference learning applied to Hi-Performance Game playin program
  29. The Blondie25 chess program competes against Fritz 8.0 and a human chess master
  30. Toward opening book learning
  31. Tuning evaluation functions by maximizing concordance
  32. Tuning evaluation functions for seach
  33. Using Experience-Based Learning in Game Playing
  34. Using genetic programming to evolve board evaluation function

Parallel game-tree search

  1. A Comparison of Parallel Search Algorithms based on Tree Splitting
  2. A fully distribuited chess program
  3. A Grid-Based Game Tree Evaluation System
  4. A taxonomy of parallel game tree search algorithms
  5. Analysis of Transposition Tables and replacement schemes
  6. APHID game tree search
  7. Asynchronous parallel game-tree search
  8. Distribuiting search and knowledge using a coordination language
  9. Game tree search on massively parallel systems
  10. Gnupar- programma di scacchi a conoscenza distribuita (I)
  11. Gnupar- programma di scacchi a conoscenza distribuita 2 (I)
  12. Implementing distribuited algorithms using remote procedure calls
  13. Massively Parallel Chess
  14. Multithreaded Pruned Tree Search in Distributed Systems
  15. Parallel Alpha-Beta Search on Shared Memory Multiprocessors
  16. Parallel controlled conspiracy number search
  17. Parallel Game Tree Search on SIMD Machines
  18. Parallel randomized best first search
  19. Parallel randomized best-first minimax search
  20. Parallel Search of Narrow Game Trees
  21. Parallel search of strongly ordered game trees
  22. Parallelizing a Simple Chess Program
  23. Performance Analysis of Two Parallel Game-Tree Search Applications
  24. Problems in sequential and parallel game tree search
  25. Programming parallel applications in Cilk
  26. Selective game tree serach on a Cray T3E
  27. Speculative Parallelism Improves Search?
  28. Synchronized MIMD Computing
  29. The StarTech Massively Parallel Chess Program
  30. Trasposition Table Driven Scheduling for Two-Player games
  31. Transposition table driven work scheduling in distribuited game-tree search
  32. Transposition Table Driven Work Scheduling in Distributed Search
  33. Using Cilk to write multiprocessor chess programs

Pruning

  1. Adaptive null move pruning
  2. AEL pruning
  3. Alpha-Beta with Sibling Prediction Pruning in chess
  4. Extended.Futility.Pruning
  5. Fail high reductions
  6. First experimental results of probcut applied to chess
  7. Implementation of mult probcut in chess
  8. Multi-cut alpha beta pruning in game tree search
  9. Null move pruning- reduction of search space in chess agents
  10. Probcut- an effective selective extension of the alpha beta algorithm
  11. RankCut – A Domain Independent Forward Pruning Method for Games
  12. Risk Management in Game Tree Pruning
  13. Risk Management in Game Tree Pruning 2
  14. Risk Management in Game Tree Pruning 3
  15. Searching with uncertainty cut-offs
  16. Variable depth search
  17. Verified null move pruning

Sequential game-tree search

  1. A minimax algorithm better than alpha beta - no and yes
  2. A new paradigm for minimax search
  3. A Re Examination of Brute Force search
  4. Alpha beta conspiracy search
  5. Alpha-beta search algorithm version 2
  6. An Algorithm faster than negascout and SSS in pratice
  7. An Analysis of the Conspiracy Numbers Algorithm
  8. An improvement to the scout tree search algorithm
  9. Are there pratical alternatives to alpha beta in computer chess
  10. A search strategy for tutoring in game playing
  11. Best-First Fixed-Depth Minimax Algorithms
  12. B-Star Probability Based Search
  13. Combining pn search with ab search
  14. Controlled conspiracy number search (D)
  15. Controlled conspiracy number search
  16. Controlled conspiracy-2 search
  17. Exhaustive search
  18. Game - tree search algorithm based on realization probability
  19. Heuristic Search
  20. Mate in 38- applying proof number search to chess
  21. New advances in alpha beta searching
  22. Partition Search
  23. PRE-SEARCHING
  24. Programming a Computer for Playing Chess
  25. Research re search & re-search
  26. SSS equals AB plus TT

Software chess engine

  1. A Chess-playing computer program
  2. Computer chess - algorithms and heuristics for a deep look into the future
  3. DarkThought goes deep
  4. Designing implementing and optimising an object oriented chess system
  5. How DarkThought plays chess
  6. Inside Rebel
  7. Javachess, a Chess Artificial Intelligence in Java
  8. Programmes d'echecs de championnat (F)
  9. Some aspects of chess programming
  10. The design and implementation of the Rookie 2 chess playing program
  11. Theory and pratical strategies for efficient alpha-beta_searches in computer chess

Transposition Table, iterative deeping and MO

  1. Computer chess move ordering schemes using move influence
  2. Enhanced iterative deeping search
  3. Enhanced iterative deeping search 2
  4. Information in transposition tables
  5. Replacement schemes and two level tables
  6. Replacement schemes for trasposition tables
  7. The history heuristic and alpha beta search enhancements in pratice
  8. The neural movemap heuristic in chess
  9. Trasposition Tables in computer chess

Others

  1. A gamut of games
  2. A linguistic geometry of the chess model
  3. A New Approach to Draw Detection by Move Repetition in Computer Chess Programming
  4. A new self play experiment in Computer chess
  5. A REVIEW OF GAME-TREE PRUNING
  6. A test suite for chess programs
  7. AI as sport
  8. An analysis of forward pruning
  9. An approach to data compression in coding chess positions
  10. Beautiful mates
  11. Chess macros for chess games and puzzles
  12. Chess Masters? Hypothesis Testing
  13. Chunking for experience
  14. Combining acoustic confidences and pragmatic plausibility for classifying spoken chess move instructions
  15. COMPUTER CHESS AND SEARCH
  16. Computer chess methods
  17. Computer chess- state of the art
  18. Computer chess
  19. Deterministic two agent search
  20. Diminishing returns for additional search in chess
  21. Duce, an oracle based approach to constructive induction
  22. Exploiting graph properties of game trees
  23. From minimax to manhattan
  24. Fuzzy Numbers in Search to Express Uncertainty
  25. Game-tree search algorithm based on realization probability
  26. Global threats in combinatorial games a computation model with applications to chess endgames
  27. How to cheat at chess- A Security Analysis of the Internet Chess Club
  28. Il computer gioca a scacchi (I)
  29. Implementazione di un algoritmo per la rappresentazione compressa di una partita di scacchi (I)
  30. Inductive inference of chess player strategy
  31. Information-Theoretic Advisors in Invisible Chess
  32. ITS- an efficient limited memory heuristic tree search algorithm
  33. Mastering the Game: A History of Computer Chess
  34. Measuring the power of a player
  35. Memory versus search in games
  36. Meta game in symmetric chess-like games
  37. Multilinear Algebra and chess endgames
  38. On numbers and endgames combinatorial game theory in chess endgames
  39. Overcoming problems with minimax as a computer chess search using principles of beauty
  40. Pathology in single-agent search
  41. Pattern databases
  42. Proof set search
  43. Pruning algorithms for multi model adversary search
  44. Relevance Cuts-Localizing the Search
  45. Scenic Trails Ascending from Sea-Level Nim to Alpine Chess
  46. Search versus knowledge in game playing programs revisited
  47. Search with fuzzy numbers
  48. Searching for solutions in games and artificial intelligence
  49. Searching with pattern database
  50. Selective depth first game tree search
  51. Solution trees as a basis for game tree search
  52. Suche in spielbaumen (D)
  53. Teoria dei giochi e intelligenza artificiale (I)
  54. The future of chess playing technologies and the significance of kasparov vs deep blue
  55. The game of chess
  56. The Gamesman's Toolkit
  57. The principle of pressure in chess
  58. The secret of selective game tree search when using random error evaluations
  59. Time efficient state space search
  60. Treemaps for search tree visualization
  61. Tutoring Strategies in Game-Tree Search
  62. Unifying single agent and two player search
  63. Using Chess Ratings as Data in Psychological Research
  64. Using Similar Positions to Search Game Trees
  65. Values of the merging function and algorithm design as a game
  66. VARIABLE DEPTH SEARCH incompleto
  67. Visual Span in Chess
  68. When will computer hardware match the human brain?

Go

  1. A Distributed Reinforcement Learning Approach to Pattern Inference in Go
  2. A functional MRI study of high-level cognition II The game of GO
  3. A generalized threats search algorithm
  4. A Group-Theoretic Zobrist Hash Function
  5. A HYBRID ARTIFICIAL INTELLIGENCE APPROACH WITH APPLICATION TO GAMES
  6. A LEARNING ARCHITECTURE FOR THE GAME OF GO
  7. A library of eyes in Go I
  8. A library of eyes in Go II- Monolithic eyes
  9. A new AND-OR tree search algorithm using proof number and disproof number
  10. A NEW COMPUTATIONAL APPROACH TO THE GAME OF GO
  11. A parallel computer-Go player using HDP method
  12. A Phantom Go Program
  13. A positional Judgment System for Computer Go
  14. A problem Library for computer go
  15. A small Go board Study of metric and dimensional Evaluation Functions
  16. A Study of Decision Error in Selective Game Tree Search
  17. A Survey of the Application of Machine Learning to the Game of Go
  18. Abstract proof search
  19. Accessing Go and Computer Go Resources on the Internet
  20. Acquisition of Move Sequence Patterns from Game Record Database Using n-gram Statistics (Jp)
  21. Acquisition of sequence patterns and their co-occurence relations from game records of Go
  22. Adaptive critic design in learning to play game of go
  23. Admissible Moves in Two-player Games
  24. Adversarial Reasoning - a logical approach for computer go
  25. AI Techniques Used in Computer Go
  26. An Application of Mathematical Game Theory to Go Endgames- Some Width-Two-Entrance Rooms With and Without Kos
  27. AN EFFICIENT ALGORITHM FOR EYESPACE CLASSIFICATION IN GO
  28. An Improved Safety Solver for Computer Go
  29. An Investigation of an Evolutionary Approach to the Opening of Go
  30. An Open Boundary Safety-of-Territory Solver for the Game of Go
  31. Analysis of capturing races with shared liberties (Jp)
  32. Analysis of composite corridors
  33. Applying ESP and Region Specialists to Neuro-Evolution for Go
  34. Associating domain-dependent knowledge and Monte Carlo approaches within a go program 2
  35. Associating domain-dependent knowledge and Monte Carlo approaches within a go program
  36. Associating shallow and selective global tree search with Monte Carlo for 9x9 go
  37. Automatic acquisition of go knowledge from game records
  38. Automatic acquisition of move sequence patterns from encoded strings of Go moves
  39. Automatic Acquisition of Tactical Go Rules
  40. Automatic Ordering of Predicates by Metarules
  41. Bandit Algorithms for Tree Search
  42. Bandit based Monte-Carlo Planning
  43. Bayesian generation and integration of K-nearest-neighbor patterns for 19x19 go
  44. Bayesian Pattern Ranking for Move Prediction in the Game of Go
  45. Board Representations for Neural Go Players Learning by Temporal Difference
  46. Checking Life-and-Death Problems in Go
  47. Coevolution of Neural Go Players in a Cultural Environment
  48. Co-evolution versus Self-play Temporal Difference Learning for Acquiring Position Evaluation in Small-Board Go
  49. Co-evolving a go-playing neural network
  50. Combining Tactical Search and Monte-Carlo in the Game of Go
  51. Comparative evaluation of strategies based on the values of direct threats
  52. Competitive Reinforcement Learning for Combinatorial Problems
  53. Complex games in pratice
  54. Computer Go a research agenda
  55. Computer Go as a Sum of Local Games
  56. Computer go
  57. Computer Go an AI Oriented Survey
  58. Computer go 01
  59. Computer go 02
  60. Computer go 03
  61. Computer go 04
  62. Computer go 05
  63. Computer go 06
  64. Computer go 07
  65. Computer go 08
  66. Computer go 09
  67. Computer go 10
  68. Computer go 11
  69. Computer go 12
  70. Computer go 13
  71. Computer go 14
  72. Computer go 15
  73. Computer go 16
  74. Computing Elo Ratings of Move Patterns in the Game of Go
  75. COMPUTER GO KNOWLEDGE SEARCH AND MOVE DECISION
  76. Computer science issues in baduk
  77. Constraint-Based Explanations in Games
  78. Constructing a stochastic model for encoded strings of Go Moves
  79. Controlled partial evaluation of declaratice logic programs
  80. Correct and efficient search algorithms in the presence of repetitions
  81. Decomposition Search
  82. Dedicated TD-Learning for stronger gameplay - applications to Go
  83. Design and implementation of a heuristic beginning game system for computer go
  84. Development and Evaluation of Strategic Plans
  85. Developments on Monte Carlo Go
  86. DF PN IN GO AN APPLICATION TO THE ONEEYE PROBLEM
  87. Dynamic Decomposition Search-A Divide and Conquer Approach and its Application to the One-Eye Problem in Go
  88. Dynamic Stochastic Control- A New Approach to Tree Search & Game-Playing
  89. Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search
  90. EVALUATION IN GO BY A NEURAL NETWORK USING SOFT SEGMENTATION
  91. Evolving a Roving Eye for Go
  92. Evolving neural networks for the capture game
  93. Experiments in Computer Go Endgames
  94. EXPERIMENTS WITH LEARNING OPENING STRATEGY IN THE GAME OF GO
  95. Exploration exploitation in Go-UCT for Monte-Carlo Go
  96. Exploring GnuGo’s Evaluation Function with a SVM
  97. Extraction bayesienne et integration de patterns representes suivant les K plus proches voisins pour le go 19x19 (F)
  98. Eyespace Values in Go
  99. Feature extraction from encoded texts of moves and categorization of game records (JP)
  100. Forward pruning and other heuristic search techniques in tsume go
  101. Generalized thermography- a new approach to evaluation in computer go
  102. Generalized Widening
  103. GENERATION OF PATTERNS WITH EXTERNAL conditions for the game of go
  104. Global and local game tree search
  105. Go patterns generated by retrograde analysis
  106. Go Thermography - The 4-21-98 Jiang Rui Endgame
  107. Go und Mathematik (G)
  108. Gogol An Analytic Learning Program
  109. GoLife I-A program that plays Go
  110. GoNN Incorporating a Neural Network into the Game of Go
  111. Gradual Abstract Proof Search (E)
  112. Gradual Abstract Proof Search (F)
  113. Haruka (Jp)
  114. HEURISTICS IN MONTE CARLO GO
  115. History and Territory Heuristics for Monte Carlo go
  116. Improving Depth-First PN-Search 1 + e Trick
  117. Incremental Transpositions
  118. Incremental updating of objects in INDIGO
  119. Integration of Different Reasoning Modes in a Go Playing and learning system
  120. Iterative Widening
  121. Lambda Depth-first Proof Number Search and its Application to Go
  122. Lambda search in game trees with application to go
  123. Las Vegas Go
  124. LE JEU DE GO ET L'INTELLIGENCE ARTIFICIELLE (F)
  125. LE ROLE DES CONCEPTS SPATIAUX DANS LA PROGRAMMATION DU JEU DE GO
  126. LEARNING COORDINATION STRATEGIES USING REINFORCEMENT LEARNING
  127. Learning on graphs in the game of go
  128. Learning Patterns in the Game of Go
  129. Learning to estimate potential territory in the game of Go
  130. Learning to evaluate go position via temporal difference methods
  131. Learning to Forecast by Explaining the Consequences of Actions
  132. Learning to Predict Life and Death from Go Game Records
  133. LEARNING TO SCORE FINAL POSITIONS IN THE GAME OF GO
  134. Lebende Blöcke beim Go (G)
  135. LES ENSEMBLES FLOUS AU JEU DE GO (F)
  136. Life-and-Death Problem Solver in Go
  137. Life in the Game of Go
  138. Loopy Games and Computation
  139. Loopy Games and Go
  140. Machine learning applied to the game of Go
  141. Machine self-consciousness more efficient than human self-consciousness
  142. Mathematical morphology applied to computer go
  143. Memory Performance of Master Go Players
  144. Memory-based approach in Go-program KATSUNARI
  145. Metaprogramming Forced Moves
  146. Metarules to Improve Tactical Go Knowledge
  147. Modification of UCT with Patterns in Monte-Carlo Go
  148. Minorization-Maximization and a Generalized Bradley-Terry Model to Learn Pattern Weights in the Game of Go
  149. Monte-Carlo Go developments
  150. Monte Carlo Go Has a Way to Go
  151. Monte-Carlo Go Reinforcement Learning Experiments
  152. Move Evaluation Tree System
  153. Move Prediction in Go with the Maximum Entropy Method
  154. Move Pruning Techniques for Monte-Carlo Go
  155. Move Strategies in Middle Game of Computer Go (Chinese)
  156. Nonlinear Relational Markov Networks with an Application to the Game of Go
  157. On Counting Liberties in capturing races of go
  158. On Playing well in a sum of games
  159. On Relating Local and Global Factors-A Case Study from the Game of Go
  160. PAC-Bayesian pattern classification with kernels (G)
  161. Partial order bounding - a new approach to evaluation in game tree search
  162. Pattern Matching in Explorer
  163. Pattern Matching in Go with DFA
  164. PATTERN MATCHING IN THE GAME OF GO
  165. Performance Analysis of a New Updating Rule for TD(l) Learning in Feedforward Networks for Position Evaluation in Go Game
  166. Playing it safe - recognizing secure territories in computer go by using static rules and search
  167. Progressive Strategies for Monte-Carlo Tree Search
  168. Pursuing abstract goals in the game of Go
  169. Race to capture - analyzing semeai in go
  170. Reasoning about Life and Death in Go
  171. Recognizing Safe Territories and Stones in Computer Go
  172. Recognizing Seki in Computer Go
  173. Reinforcement learning in board games
  174. Reinforcement Learning of Local Shape in the Game of Go
  175. Review - Computer Go 1984 - 2000
  176. Search for transitive connections
  177. Search versus Knowledge for Solving Life and Death Problems in Go
  178. Self Fuzzy Learning
  179. Shared concepts between complex systems and the game of go
  180. Soft Decomposition Search in Computer Go
  181. Solving Go on a 3x3 Board Using Temporal-Difference Learning
  182. SOLVING PROBABILISTIC COMBINATORIAL GAMES
  183. Spatial Reasoning in the game of Go
  184. Speedup Mechanisms for Large Learning Systems
  185. Static analysis of life and death in the game of Go
  186. Strategic Evaluation in Complex Domains
  187. Studies in Human and Computer Go-Assessing the Game of Go as a Research Domain for Cognitive Science
  188. Système d'Apprentissage par Auto-Observation (F)
  189. Système Apprenant à Jouer au Go
  190. SVM and Pattern-Enriched Common Fate Graphs for the Game of Go
  191. Tabu Search Exploration for On-Policy Reinforcement Learning
  192. TD methods applied to mixture of experts for learning 9x9 Go evaluation Function
  193. Temporal difference learning of position evaluation in the game of Go
  194. Temporal-Difference algorithms for gameplay and their performance on playing 5x5 Go
  195. THE 4TH COMPUTERS AND GAMES CONFERENCE
  196. The Application of TD(l) Learning to the Opening Games of 19£19 Go
  197. The Challenge of Go as a Domain for AI Research-A Comparison Between Go and Chess
  198. The Economist's View of Combinatorial Games
  199. The Game of Go and Multiagent Systems
  200. The Go-Playing Program Called Go81
  201. The go text protocol
  202. The INDIGO program
  203. The integration of a priori knowledge into a go playing neural network
  204. The Integration of Cognitive Knowledge into Perceptual Representations in Computer Go
  205. The move decision strategy of Indigo
  206. The Proximity Heuristic and an Opening Book in Monte Carlo Go
  207. The separation game
  208. The use of inferential information in remembering Go positions
  209. The way to Go
  210. Theorem Proving In The Game Of Go
  211. There are no winning moves except the last
  212. Towards an Architecture for A-life Agents-II
  213. Towards Incorporating Intent Inference into the Game of Go
  214. TOWARDS MULTI-OBJECTIVE GAME THEORY – WITH APPLICATION TO GO
  215. USING HARD AND SOFT ARTIFICIAL INTELLIGENCE ALGORITHMS TO SIMULATE HUMAN GO PLAYING TECHNIQUES
  216. Visual learning in go
  217. WHEN ONE EYE IS SUFFICIENT- A STATIC CLASSIFICATION
  218. Where is the thousand dollar ko
  219. Workshop - Planning and Scheduling with Multiple Criteria, include:
    Multicriteria Evaluation in Computer Game-Playing and its Relation to AI Planning
    Algorithms for Routing with Multiple Criteria
    Integration of a Multicriteria Decision Model in Constraint Programming
    An Optimization Framework for Interdependent Planning Goals
    Qualitative Decision Theoretic Planning for Multi-Criteria Decision Quality
    Learning Single-Criteria Control Knowledge for Multi-Criteria Planning
    Why is difficult to make decisions under multiple criteria?
    The MO-GRT System: Heuristic Planning with Multiple Criteria
    Generating Parallel Plans satisfying Multiple Criteria in Anytime Fashion
    Introducing Variable Importance Tradeoffs into CP-Nets

Othello

  1. 2002 Othello [J]
  2. An FPGA-based Othello endgame solver
  3. Applying the genetic algorithm to the game of othello
  4. Automatic feature construction and optimization for general game player
  5. Compiling logical features into specialized state evaluators by partial evaluation
  6. Experiments with multi-probcut and a new high-quality evaluation function for othello
  7. Experiments with NegaC-star
  8. From simple features to sophisticated evaluation functions
  9. Improving heuristic mini-max search by supervised learning
  10. Keyano unplugged - the construction of an othello program
  11. Probcut- an effective selective extension of the alpha beta algorithm
  12. Pruning nodes in the alpha beta method using inductive logic programming
  13. Statistical feature combination for evaluation of game positions
  14. The evolution of strong othello programs

Shogi

  1. A shogi computer test set
  2. A survey of tsume shogi programs using variable depth search: An evaluation function for shogi
  3. An evaluation function for shogi
  4. Brinkmate search
  5. Candidate relevance analysis for selective search in shogi
  6. Chess, Shogi, Go natural development in game research
  7. Complex Games Lab Workshop, include:
    Move Evaluation Tree System
    Memory-Based Approach in Go-program KATSUNARI
    Evaluation of Tsume-shogi with the method of least squares
    How players learn at Kanso-Sen
    Incremental generation of possible moves in Shogi
    A new AND/OR Tree Search Algorithm Using Proof Number and Disproof Number
  8. Pattern recognition for candidate generation in the game of shogi
  9. Plausible move generation in two player complete information games using static evaluation
  10. Plausible move generation using move merit analysis in shogi
  11. Plausible move generation using move merit analysis with cut off thresholds in shogi
  12. Solving kriegspiel-like problems- exploiting a transposition table
  13. The C star algorithm for AND-OR tree search and its application to a Tsume shogi program
  14. Towards an inventive search strategy in game playing
  15. Towards master-level play of Shogi
  16. Tutoring strategies in game tree search
  17. Using similar positions to search game trees

Xiangqi / Chinese Chess

  1. A memory efficient retrograde algorithm and its application to chinese chess endgames 2
  2. A memory efficient retrograde algorithm and its application to chinese chess endgames
  3. Basic Xiangqi Checkmate Methods
  4. Chinese chess
  5. Come si gioca a scacchi cinesi (I)
  6. Computer chinese chess
  7. Deceptive Play in Xiangqi openings and countermeasures
  8. Essentials of chinese chess and of korean chess
  9. Retrograde Analysis Algorithms for Chinese Chess Endgames (jp)
  10. Temporal difference learning in chinese chess
  11. The basics of chinese chess
  12. Variable depth search 2
  13. Variable depth search
  14. Xiangqi and combinatorial game theory
  15. Xiangqi Basic Tactics
  16. Xiangqi faq (I)
  17. XXMaster1_0_0English

 


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