|










| |
Papers
Here you will find a lot of papers about computer games: choose a game and
download papers.
Please:
- if you have a paper that isn't here, please send me it!
- report broken link
All papers are *.pdf compressed in *.rar format, sometimes you can find MS
Office documents:
- You can download Adobe Acrobat Reader®
here
- You can download Winrar®
here
- You can download Power Point viewer®
here
- You can download Word viewer®
here
Last update: 22 September 2008
Papers available: 319 / 561 (in upload)
Games available:
-
A Knowledge-based Approach of the Game of Amazons
- Amazons
-
An evaluation function for amazons
-
An Evaluation Function for the Game of Amazons
-
Exhaustive search in the game amazons
-
Experiments in computer amazons 2
-
Experiments in computer amazons
-
Generalized Amazons is PSPACE–Complete
-
Intelligent Amazons Opponents
-
Simple amazons endgames and their connection to Hamilton circuits in cubic
subgrid graphs
- Sums of
Nx2 Amazons
-
Temperature Discovery Search
-
The Evolution of Mulan- Some Studies in Game-Tree Pruning and Evaluation
Functions in the Game of Amazons
-
Trasposition Table Driven Scheduling for Two-Player
-
A General Solution to the Graph History Interaction Problem
-
A re-examination of brute force search
-
A strategic metagame player for general chess-like games
-
A world championship caliber checkers program
-
Building the checkers 10-piece endgame databases
-
Checkers - a preview of what will happen in chess
-
Chinook - the world man machine checkers champion
-
Comparing PSO structures to learn the game of checkers from zero
knowledge
-
Derivative Evaluation Function Learning Using Genetic Operators
-
Distributed Decision Making in Checkers
-
Evolving an Expert Checkers Playing Program
-
Machine Learning Using a Genetic Algorithm to Optimise a Draughts
Program Board Evaluation Function
-
Man versus machine for the world checkers championship
-
Man versus machine the silicon graphics world checkers championship
-
Neuro Draughts An Application of Temporal Difference Learning to
Draughts
-
NeuroDraughts- the role of representation, search, training regime and
architecture in a TD draughts player
-
Parallel Search of Narrow Game Trees
-
Partial Information Endgame Databases
-
Reviving the game of checkers
- Search ideas in chinook
- Solving Checkers
-
Solving the Game of Checkers
-
Strategy Generation and Evaluation for Meta-Game Playing
-
Temporal difference learning applied to a Hi-Performance Game-Playing
program
- The 3B1b3W endgame
-
The M star Algorithm- incorporating opponent models into adversary
search
-
The Role of Games in Understanding Computational Intelligence
Analysis of a chess engine
-
A Generalized Bradley-Terry Model: From Group Competition to Individual
Skill
-
A method for estimating individual ratings
-
Analysis of chess game outcomes
-
Comparing move choices of chess search engines
-
Elo-rating as a tool in the sequential estimation of dominance strenghs
-
Generalized Bradley - Terry Models and Multiclass probability estimates
-
Measuring the performance of Go programs
-
MM algorithms for generalized Bradley - Terry models
-
On a connection between the Bradley-Terry model and the Cox proportional
hazards model
-
Probabilistic Modelling in Multi-Competitor Games
Chess endgame database
-
Efficient interior node recognition
-
Endgame databases and efficient index schemes
-
Generalising closed world specialisation a chess endgame application
-
Generation and compression of endgame tables in chess
-
Knowledgeable encoding and querying of endgame databases
-
Legality of positions of simple chess endgames
-
Solving Large Retrograde Analysis Problems Using a Network
Evaluation
-
A taxonomy of concepts for evaluating chess strength
-
Blockage Detection in King and Pawn Endings
- Cheval
-
Evaluation of a chess position using computing with words
-
Casual model for evaluating combinations of pattern in chess
-
Experiments in distributing and coordinating knowledge
- Fuzzy Chess Tactics
-
Knowledge discovery in chess databases - a research proposal
-
Knowledge engineering in chess programming- Evaluation of a chess
position-criteria and procedure
-
Partial Order Bounding: a new approach to evaluation in game tree search
-
Search vs Knowledge: empirical study of minimax on krk endgame
Hardware chess engine
-
An FPGA based move generator for the game of chess 2
-
An FPGA based move generator for the game of chess
- Behind Deep Blue
-
Building a chess playing machine part 0
- Deep Blue
-
Deep blue system overview
-
Deep Blue: computer chess and massively parallel systems
-
Designing a single chip chess grandmaster while knowing nothing about
chess
-
Knowledge discovery in Deep Blue
-
Parallel Brutus- the first distribuited FPGA accelerated chess program
-
The chess monster Hydra
Jonathan Schaeffer's lessons
-
The Games Computers and People play
- Introduction
- Games
- AlphaBeta
- DAGs
- IDandMO
- EvaluationFunctions
- Windows
- SearchDepth
- Odds&Ends
- Single-agentSearch
- Evaluations
- PatternDataBases
- StarMinimax
- Sampling
- Conclusions
Learning
-
A game learning machine
-
A Self-Learning Evolutionary Chess Program
-
An evolutionary approach for the tuning of a chess evaluation function
using population dynamics
-
Automatic Generation of an Evaluation Function for Chess Endgames
-
Bootstrap learning of alpha beta evaluation function
-
Chess Neighborhoods function combination and reinforcement learning
-
Derivative Evaluation Function Learning Using Genetic Operators
-
Efficient neural net alpha beta evaluators
-
Evaluation function tuning via ordinal correlation
-
Evolving chess playing programs
-
Experience based adaptive search
-
Experiments in parameter learning using temporal differences
-
Explanation based learning and reinforcement learning - a unified view
-
From simple feature to sophisticated evaluation function
-
General game-playing and reinforcement learning
-
GP-EndChess- using genetic programming to evolve chess endgame players
-
KnightCap - a chess program that learns by combining TD(lambda) with
minimax search
-
Learning control of search extension
-
Learning logical exceptions in chess
-
Learning patterns for playing strategies
-
Learning playing strategies in chess
-
Learning Search Control in Adversary Games
-
Learning to play chess selectively by acquiring move patterns
-
Learning To Play Chess Using Temporal Differences
-
Learning to play the game of chess
-
Machine learning in computer chess- the next generation
-
Machine Learning in Computer Chess-Genetic Programming and KRK
-
Temporal difference learning applied to Hi-Performance Game playin
program
-
The Blondie25 chess program competes against Fritz 8.0 and a human chess
master
-
Toward opening book learning
-
Tuning evaluation functions by maximizing concordance
-
Tuning evaluation functions for seach
-
Using Experience-Based Learning in Game Playing
-
Using genetic programming to evolve board evaluation function
Parallel game-tree search
-
A Comparison of Parallel Search Algorithms based on Tree Splitting
-
A fully distribuited chess program
-
A Grid-Based Game Tree Evaluation System
-
A taxonomy of parallel game tree search algorithms
-
Analysis of Transposition Tables and replacement schemes
-
APHID game tree search
-
Asynchronous parallel game-tree search
-
Distribuiting search and knowledge using a coordination language
-
Game tree search on massively parallel systems
-
Gnupar- programma di scacchi a conoscenza distribuita
(I)
-
Gnupar- programma di scacchi a conoscenza distribuita 2
(I)
-
Implementing distribuited algorithms using remote procedure calls
-
Massively Parallel Chess
-
Multithreaded Pruned Tree Search in Distributed Systems
-
Parallel Alpha-Beta Search on Shared Memory Multiprocessors
-
Parallel controlled conspiracy number search
-
Parallel Game Tree Search on SIMD Machines
-
Parallel randomized best first search
-
Parallel randomized best-first minimax search
-
Parallel Search of Narrow Game Trees
-
Parallel search of strongly ordered game trees
-
Parallelizing a Simple Chess Program
-
Performance Analysis of Two Parallel Game-Tree Search Applications
-
Problems in sequential and parallel game tree search
-
Programming parallel applications in Cilk
-
Selective game tree serach on a Cray T3E
-
Speculative Parallelism Improves Search?
-
Synchronized MIMD Computing
-
The StarTech Massively Parallel Chess Program
-
Trasposition Table Driven Scheduling for Two-Player games
-
Transposition table driven work scheduling in distribuited game-tree
search
-
Transposition Table Driven Work Scheduling in Distributed Search
-
Using Cilk to write multiprocessor chess programs
Pruning
-
Adaptive null move pruning
- AEL pruning
-
Alpha-Beta with Sibling Prediction Pruning in chess
- Extended.Futility.Pruning
- Fail high reductions
-
First experimental results of probcut applied to chess
-
Implementation of mult probcut in chess
-
Multi-cut alpha beta pruning in game tree search
-
Null move pruning- reduction of search space in chess agents
-
Probcut- an effective selective extension of the alpha beta algorithm
-
RankCut – A Domain Independent Forward Pruning Method for Games
-
Risk Management in Game Tree Pruning
-
Risk Management in Game Tree Pruning 2
-
Risk Management in Game Tree Pruning 3
-
Searching with uncertainty cut-offs
- Variable depth search
-
Verified null move pruning
Sequential game-tree search
-
A minimax algorithm better than alpha beta - no and yes
-
A new paradigm for minimax search
-
A Re Examination of Brute Force search
-
Alpha beta conspiracy search
-
Alpha-beta search algorithm version 2
-
An Algorithm faster than negascout and SSS in pratice
-
An Analysis of the Conspiracy Numbers Algorithm
-
An improvement to the scout tree search algorithm
-
Are there pratical alternatives to alpha beta in computer chess
-
A search strategy for tutoring in game playing
-
Best-First Fixed-Depth Minimax Algorithms
-
B-Star Probability Based Search
-
Combining pn search with ab search
-
Controlled conspiracy number search (D)
-
Controlled conspiracy number search
-
Controlled conspiracy-2 search
- Exhaustive search
-
Game - tree search algorithm based on realization probability
- Heuristic Search
-
Mate in 38- applying proof number search to chess
-
New advances in alpha beta searching
- Partition Search
- PRE-SEARCHING
-
Programming a Computer for Playing Chess
-
Research re search & re-search
-
SSS equals AB plus TT
Software chess engine
-
A Chess-playing computer program
-
Computer chess - algorithms and heuristics for a deep look into the
future
- DarkThought goes deep
-
Designing implementing and optimising an object oriented chess system
-
How DarkThought plays chess
- Inside Rebel
-
Javachess, a Chess Artificial Intelligence in Java
-
Programmes d'echecs de championnat (F)
-
Some aspects of chess programming
-
The design and implementation of the Rookie 2 chess playing program
-
Theory and pratical strategies for efficient alpha-beta_searches in
computer chess
Transposition Table, iterative deeping and MO
-
Computer chess move ordering schemes using move influence
-
Enhanced iterative deeping search
-
Enhanced iterative deeping search 2
-
Information in transposition tables
-
Replacement schemes and two level tables
-
Replacement schemes for trasposition tables
-
The history heuristic and alpha beta search enhancements in pratice
-
The neural movemap heuristic in chess
-
Trasposition Tables in computer chess
Others
- A gamut of games
- A linguistic geometry of the chess model
- A New Approach to Draw Detection by Move Repetition in Computer Chess
Programming
- A new self play experiment in Computer chess
- A REVIEW OF GAME-TREE PRUNING
- A test suite for chess programs
- AI as sport
- An analysis of forward pruning
- An approach to data compression in coding chess positions
- Beautiful mates
- Chess macros for chess games and puzzles
- Chess Masters? Hypothesis Testing
- Chunking for experience
- Combining acoustic confidences and pragmatic plausibility for
classifying spoken chess move instructions
- COMPUTER CHESS AND SEARCH
- Computer chess methods
- Computer chess- state of the art
- Computer chess
- Deterministic two agent search
- Diminishing returns for additional search in chess
- Duce, an oracle based approach to constructive induction
- Exploiting graph properties of game trees
- From minimax to manhattan
- Fuzzy Numbers in Search to Express Uncertainty
- Game-tree search algorithm based on realization probability
- Global threats in combinatorial games a computation model with
applications to chess endgames
- How to cheat at chess- A Security Analysis of the Internet Chess Club
- Il computer gioca a scacchi (I)
- Implementazione di un algoritmo per la rappresentazione compressa di una
partita di scacchi (I)
- Inductive inference of chess player strategy
- Information-Theoretic Advisors in Invisible Chess
- ITS- an efficient limited memory heuristic tree search algorithm
- Mastering the Game: A History of Computer Chess
- Measuring the power of a player
- Memory versus search in games
- Meta game in symmetric chess-like games
- Multilinear Algebra and chess endgames
- On numbers and endgames combinatorial game theory in chess endgames
- Overcoming problems with minimax as a computer chess search using
principles of beauty
- Pathology in single-agent search
- Pattern databases
- Proof set search
- Pruning algorithms for multi model adversary search
- Relevance Cuts-Localizing the Search
- Scenic Trails Ascending from Sea-Level Nim to Alpine Chess
- Search versus knowledge in game playing programs revisited
- Search with fuzzy numbers
- Searching for solutions in games and artificial intelligence
- Searching with pattern database
- Selective depth first game tree search
- Solution trees as a basis for game tree search
- Suche in spielbaumen (D)
- Teoria dei giochi e intelligenza artificiale (I)
- The future of chess playing technologies and the significance of
kasparov vs deep blue
- The game of chess
- The Gamesman's Toolkit
- The principle of pressure in chess
- The secret of selective game tree search when using random error
evaluations
- Time efficient state space search
- Treemaps for search tree visualization
- Tutoring Strategies in Game-Tree Search
- Unifying single agent and two player search
- Using Chess Ratings as Data in Psychological Research
- Using Similar Positions to Search Game Trees
- Values of the merging function and algorithm design as a game
- VARIABLE DEPTH SEARCH incompleto
- Visual Span in Chess
- When will computer hardware match the human brain?
-
A Distributed Reinforcement Learning Approach to Pattern Inference in Go
-
A functional MRI study of high-level cognition II The game of GO
-
A generalized threats search algorithm
-
A Group-Theoretic Zobrist Hash Function
-
A HYBRID ARTIFICIAL INTELLIGENCE APPROACH WITH APPLICATION TO GAMES
-
A LEARNING ARCHITECTURE FOR THE GAME OF GO
- A library of eyes in Go I
-
A library of eyes in Go II- Monolithic eyes
-
A new AND-OR tree search algorithm using proof number and disproof
number
-
A NEW COMPUTATIONAL APPROACH TO THE GAME OF GO
-
A parallel computer-Go player using HDP method
- A Phantom Go Program
-
A positional Judgment System for Computer Go
-
A problem Library for computer go
-
A small Go board Study of metric and dimensional Evaluation Functions
-
A Study of Decision Error in Selective Game Tree Search
-
A Survey of the Application of Machine Learning to the Game of Go
- Abstract proof search
-
Accessing Go and Computer Go Resources on the Internet
-
Acquisition of Move Sequence Patterns from Game Record Database Using
n-gram Statistics (Jp)
-
Acquisition of sequence patterns and their co-occurence relations from
game records of Go
-
Adaptive critic design in learning to play game of go
-
Admissible Moves in Two-player Games
-
Adversarial Reasoning - a logical approach for computer go
-
AI Techniques Used in Computer Go
-
An Application of Mathematical Game Theory to Go Endgames- Some
Width-Two-Entrance Rooms With and Without Kos
-
AN EFFICIENT ALGORITHM FOR EYESPACE CLASSIFICATION IN GO
-
An Improved Safety Solver for Computer Go
-
An Investigation of an Evolutionary Approach to the Opening of Go
-
An Open Boundary Safety-of-Territory Solver for the Game of Go
-
Analysis of capturing races with shared liberties (Jp)
- Analysis of composite corridors
-
Applying ESP and Region Specialists to Neuro-Evolution for Go
-
Associating domain-dependent knowledge and Monte Carlo approaches within
a go program 2
-
Associating domain-dependent knowledge and Monte Carlo approaches within
a go program
-
Associating shallow and selective global tree search with Monte Carlo
for 9x9 go
-
Automatic acquisition of go knowledge from game records
-
Automatic acquisition of move sequence patterns from encoded strings of
Go moves
-
Automatic Acquisition of Tactical Go Rules
-
Automatic Ordering of Predicates by Metarules
-
Bandit Algorithms for Tree Search
- Bandit based Monte-Carlo Planning
-
Bayesian generation and integration of K-nearest-neighbor patterns for
19x19 go
-
Bayesian Pattern Ranking for Move Prediction in the Game of Go
-
Board Representations for Neural Go Players Learning by Temporal
Difference
- Checking Life-and-Death Problems in Go
- Coevolution of Neural Go Players in a Cultural Environment
- Co-evolution versus Self-play Temporal Difference Learning for Acquiring
Position Evaluation in Small-Board Go
- Co-evolving a go-playing neural network
- Combining Tactical Search and Monte-Carlo in the Game of Go
- Comparative evaluation of strategies based on the values of direct
threats
- Competitive Reinforcement Learning for Combinatorial Problems
- Complex games in pratice
- Computer Go a research agenda
- Computer Go as a Sum of Local Games
- Computer go
- Computer Go an AI Oriented Survey
- Computer go 01
- Computer go 02
- Computer go 03
- Computer go 04
- Computer go 05
- Computer go 06
- Computer go 07
- Computer go 08
- Computer go 09
- Computer go 10
- Computer go 11
- Computer go 12
- Computer go 13
- Computer go 14
- Computer go 15
- Computer go 16
- Computing Elo Ratings of Move Patterns in the Game of Go
- COMPUTER GO KNOWLEDGE SEARCH AND MOVE DECISION
- Computer science issues in baduk
- Constraint-Based Explanations in Games
- Constructing a stochastic model for encoded strings of Go Moves
- Controlled partial evaluation of declaratice logic programs
- Correct and efficient search algorithms in the presence of repetitions
- Decomposition Search
- Dedicated TD-Learning for stronger gameplay - applications to Go
- Design and implementation of a heuristic beginning game system for
computer go
- Development and Evaluation of Strategic Plans
- Developments on Monte Carlo Go
- DF PN IN GO AN APPLICATION TO THE ONEEYE PROBLEM
- Dynamic Decomposition Search-A Divide and Conquer Approach and its
Application to the One-Eye Problem in Go
- Dynamic Stochastic Control- A New Approach to Tree Search & Game-Playing
- Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search
- EVALUATION IN GO BY A NEURAL NETWORK USING SOFT SEGMENTATION
- Evolving a Roving Eye for Go
- Evolving neural networks for the capture game
- Experiments in Computer Go Endgames
- EXPERIMENTS WITH LEARNING OPENING STRATEGY IN THE GAME OF GO
- Exploration exploitation in Go-UCT for Monte-Carlo Go
- Exploring GnuGo’s Evaluation Function with a SVM
- Extraction bayesienne et integration de patterns representes suivant les
K plus proches voisins pour le go 19x19 (F)
- Eyespace Values in Go
- Feature extraction from encoded texts of moves and categorization of
game records (JP)
- Forward pruning and other heuristic search techniques in tsume go
- Generalized thermography- a new approach to evaluation in computer go
- Generalized Widening
- GENERATION OF PATTERNS WITH EXTERNAL conditions for the game of go
- Global and local game tree search
- Go patterns generated by retrograde analysis
- Go Thermography - The 4-21-98 Jiang Rui Endgame
- Go und Mathematik (G)
- Gogol An Analytic Learning Program
- GoLife I-A program that plays Go
- GoNN Incorporating a Neural Network into the Game of Go
- Gradual Abstract Proof Search (E)
- Gradual Abstract Proof Search (F)
- Haruka (Jp)
- HEURISTICS IN MONTE CARLO GO
- History and Territory Heuristics for Monte Carlo go
- Improving Depth-First PN-Search 1 + e Trick
- Incremental Transpositions
- Incremental updating of objects in INDIGO
- Integration of Different Reasoning Modes in a Go Playing and learning
system
- Iterative Widening
- Lambda Depth-first Proof Number Search and its Application to Go
- Lambda search in game trees with application to go
- Las Vegas Go
- LE JEU DE GO ET L'INTELLIGENCE ARTIFICIELLE (F)
- LE ROLE DES CONCEPTS SPATIAUX DANS LA PROGRAMMATION DU JEU DE GO
- LEARNING COORDINATION STRATEGIES USING REINFORCEMENT LEARNING
- Learning on graphs in the game of go
- Learning Patterns in the Game of Go
- Learning to estimate potential territory in the game of Go
- Learning to evaluate go position via temporal difference methods
- Learning to Forecast by Explaining the Consequences of Actions
- Learning to Predict Life and Death from Go Game Records
- LEARNING TO SCORE FINAL POSITIONS IN THE GAME OF GO
- Lebende Blöcke beim Go (G)
- LES ENSEMBLES FLOUS AU JEU DE GO (F)
- Life-and-Death Problem Solver in Go
- Life in the Game of Go
- Loopy Games and Computation
- Loopy Games and Go
- Machine learning applied to the game of Go
- Machine self-consciousness more efficient than human self-consciousness
- Mathematical morphology applied to computer go
- Memory Performance of Master Go Players
- Memory-based approach in Go-program KATSUNARI
- Metaprogramming Forced Moves
- Metarules to Improve Tactical Go Knowledge
- Modification of UCT with Patterns in Monte-Carlo Go
- Minorization-Maximization and a Generalized Bradley-Terry Model to Learn
Pattern Weights in the Game of Go
- Monte-Carlo Go developments
- Monte Carlo Go Has a Way to Go
- Monte-Carlo Go Reinforcement Learning Experiments
- Move Evaluation Tree System
- Move Prediction in Go with the Maximum Entropy Method
- Move Pruning Techniques for Monte-Carlo Go
- Move Strategies in Middle Game of Computer Go (Chinese)
- Nonlinear Relational Markov Networks with an Application to the Game of
Go
- On Counting Liberties in capturing races of go
- On Playing well in a sum of games
- On Relating Local and Global Factors-A Case Study from the Game of Go
- PAC-Bayesian pattern classification with kernels (G)
- Partial order bounding - a new approach to evaluation in game tree
search
- Pattern Matching in Explorer
- Pattern Matching in Go with DFA
- PATTERN MATCHING IN THE GAME OF GO
- Performance Analysis of a New Updating Rule for TD(l) Learning in
Feedforward Networks for Position Evaluation in Go Game
- Playing it safe - recognizing secure territories in computer go by using
static rules and search
- Progressive Strategies for Monte-Carlo Tree Search
- Pursuing abstract goals in the game of Go
- Race to capture - analyzing semeai in go
- Reasoning about Life and Death in Go
- Recognizing Safe Territories and Stones in Computer Go
- Recognizing Seki in Computer Go
- Reinforcement learning in board games
- Reinforcement Learning of Local Shape in the Game of Go
- Review - Computer Go 1984 - 2000
- Search for transitive connections
- Search versus Knowledge for Solving Life and Death Problems in Go
- Self Fuzzy Learning
- Shared concepts between complex systems and the game of go
- Soft Decomposition Search in Computer Go
- Solving Go on a 3x3 Board Using Temporal-Difference Learning
- SOLVING PROBABILISTIC COMBINATORIAL GAMES
- Spatial Reasoning in the game of Go
- Speedup Mechanisms for Large Learning Systems
- Static analysis of life and death in the game of Go
- Strategic Evaluation in Complex Domains
- Studies in Human and Computer Go-Assessing the Game of Go as a Research
Domain for Cognitive Science
- Système d'Apprentissage par Auto-Observation (F)
- Système Apprenant à Jouer au Go
- SVM and Pattern-Enriched Common Fate Graphs for the Game of Go
- Tabu Search Exploration for On-Policy Reinforcement Learning
- TD methods applied to mixture of experts for learning 9x9 Go evaluation
Function
- Temporal difference learning of position evaluation in the game of Go
- Temporal-Difference algorithms for gameplay and their performance on
playing 5x5 Go
- THE 4TH COMPUTERS AND GAMES CONFERENCE
- The Application of TD(l) Learning to the Opening Games of 19£19 Go
- The Challenge of Go as a Domain for AI Research-A Comparison Between Go
and Chess
- The Economist's View of Combinatorial Games
- The Game of Go and Multiagent Systems
- The Go-Playing Program Called Go81
- The go text protocol
- The INDIGO program
- The integration of a priori knowledge into a go playing neural network
- The Integration of Cognitive Knowledge into Perceptual Representations
in Computer Go
- The move decision strategy of Indigo
- The Proximity Heuristic and an Opening Book in Monte Carlo Go
- The separation game
- The use of inferential information in remembering Go positions
- The way to Go
- Theorem Proving In The Game Of Go
- There are no winning moves except the last
- Towards an Architecture for A-life Agents-II
- Towards Incorporating Intent Inference into the Game of Go
- TOWARDS MULTI-OBJECTIVE GAME THEORY – WITH APPLICATION TO GO
- USING HARD AND SOFT ARTIFICIAL INTELLIGENCE ALGORITHMS TO SIMULATE HUMAN
GO PLAYING TECHNIQUES
- Visual learning in go
- WHEN ONE EYE IS SUFFICIENT- A STATIC CLASSIFICATION
- Where is the thousand dollar ko
- 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
- 2002 Othello [J]
-
An FPGA-based Othello endgame solver
-
Applying the genetic algorithm to the game of othello
-
Automatic feature construction and optimization for general game player
-
Compiling logical features into specialized state evaluators by partial
evaluation
-
Experiments with multi-probcut and a new high-quality evaluation function
for othello
-
Experiments with NegaC-star
-
From simple features to sophisticated evaluation functions
-
Improving heuristic mini-max search by supervised learning
-
Keyano unplugged - the construction of an othello program
-
Probcut- an effective selective extension of the alpha beta algorithm
-
Pruning nodes in the alpha beta method using inductive logic programming
-
Statistical feature combination for evaluation of game positions
-
The evolution of strong othello programs
- A
shogi computer test set
-
A survey of tsume shogi programs using variable depth search: An evaluation
function for shogi
-
An evaluation function for shogi
- Brinkmate search
-
Candidate relevance analysis for selective search in shogi
-
Chess, Shogi, Go natural development in game research
-
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
-
Pattern recognition for candidate generation in the game of shogi
-
Plausible move generation in two player complete information games using
static evaluation
-
Plausible move generation using move merit analysis in shogi
-
Plausible move generation using move merit analysis with cut off thresholds
in shogi
-
Solving kriegspiel-like problems- exploiting a transposition table
-
The C star algorithm for AND-OR tree search and its application to a Tsume
shogi program
-
Towards an inventive search strategy in game playing
-
Towards master-level play of Shogi
-
Tutoring strategies in game tree search
-
Using similar positions to search game trees
-
A memory efficient retrograde algorithm and its application to chinese chess
endgames 2
-
A memory efficient retrograde algorithm and its application to chinese chess
endgames
-
Basic Xiangqi Checkmate Methods
- Chinese chess
-
Come si gioca a scacchi cinesi (I)
- Computer
chinese chess
-
Deceptive Play in Xiangqi openings and countermeasures
-
Essentials of chinese chess and of korean chess
-
Retrograde Analysis Algorithms for Chinese Chess Endgames (jp)
-
Temporal difference learning in chinese chess
-
The
basics of chinese chess
-
Variable depth search 2
- Variable
depth search
-
Xiangqi and combinatorial game theory
- Xiangqi
Basic Tactics
- Xiangqi faq
(I)
-
XXMaster1_0_0English
|