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Computers and games

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  • 335 pages
  • 12 hours of reading

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InhaltsverzeichnisSearch and Strategies.Relevance Cuts: Localizing the Search.Multi-cut Pruning in Alpha-Beta Search.A Solution to the GHI Problem for Best-First Search.Optimal Play against Best Defence: Complexity and Heuristics.A Speculative Strategy.An Adversarial Planning Approach to Go.Learning and Pattern Acquisition.First Results from Using Temporal Difference Learning in Shogi.From Simple Features to Sophisticated Evaluation Functions.A Two-Step Model of Pattern Acquisition: Application to Tsume-Go.A Neural Network Program of Tsume-Go.Distributed Decision Making in Checkers.Theory.Game Tree Algorithms and Solution Trees.A New Heap Game.Infinite Cyclic Impartial Games.On the Complexity of Tsume-Go.Extended Thermography for Multiple Kos in Go.Go, Tsume-Shogi, and Heian-Shogi.Computer Go: A Research Agenda.Estimating the Possible Omission Number for Groups in Go by the Number of n-th Dame.Relations between Skill and the Use of Terms.A Survey of Tsume-Shogi Programs Using Variable-Depth Search.Retrograde Analysis of the KGK Endgame in Shogi: Its Implications for Ancient Heian Shogi.

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Computers and games, Jaap van den Herik

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Released
1999
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