Games solved: Now and in the future
暂无分享,去创建一个
H. Jaap van den Herik | Jos W. H. M. Uiterwijk | Jack van Rijswijck | J. V. Rijswijck | J. Uiterwijk | H. J. V. Herik | H. J. van den Herik | H. J. Herik | Jack van Rijswijck | H. van den Herik
[1] S. Golomb,et al. Polyominoes , 2020, Handbook of Discrete and Computational Geometry, 2nd Ed..
[2] Stefan Reisch,et al. Hex ist PSPACE-vollständig , 1981, Acta Informatica.
[3] Gregory Piatetsky-Shapiro,et al. Advances in Knowledge Discovery and Data Mining , 2004, Lecture Notes in Computer Science.
[4] Brian Sheppard,et al. World-championship-caliber Scrabble , 2002, Artif. Intell..
[5] Vadim V. Anshelevich,et al. A hierarchical approach to computer Hex , 2002, Artif. Intell..
[6] Petra Perner,et al. Data Mining - Concepts and Techniques , 2002, Künstliche Intell..
[7] Hiroyuki Iida,et al. The PN*-search algorithm: Application to tsume-shogi , 2001, Artif. Intell..
[8] H. Jaap van den Herik,et al. The Quad Heuristic in Lines of Action , 2001, J. Int. Comput. Games Assoc..
[9] János Wágner,et al. Solving Renju , 2001, J. Int. Comput. Games Assoc..
[10] Tsan-sheng Hsu,et al. Construction of Chinese Chess Endgame Databases by Retrograde Analysis , 2000, Computers and Games.
[11] Roel van der Goot. Awari Retrograde Analysis , 2000, Computers and Games.
[12] Tristan Cazenave,et al. Abstract Proof Search , 2000, Computers and Games.
[13] Michael Buro,et al. Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphs , 2000, Computers and Games.
[14] Thomas Thomsen. Lambda-Search in Game Trees - with Application to Go , 2000, Computers and Games.
[15] Jonathan Schaeffer,et al. The games computers (and people) play , 2000, Adv. Comput..
[16] Vadim V. Anshelevich,et al. The Game of Hex: An Automatic Theorem Proving Approach to Game Programming , 2000, AAAI/IAAI.
[17] C. Moore,et al. Who Wins Domineering on Rectangular Boards , 2000, math/0006066.
[18] H. Jaap van den Herik,et al. Solving 8×8 Domineering , 2000, Theor. Comput. Sci..
[19] Thomas R. Lincke,et al. Large Endgame Databases with Limited Memory Space , 2000, J. Int. Comput. Games Assoc..
[20] H. Jaap van den Herik,et al. The Advantage of the Initiative , 2000, Inf. Sci..
[21] Jos W. H. M. Uiterwijk,et al. Human versus Machine Problem Solving: Winning Openings in Dakon , 2000 .
[22] Guy Haworth,et al. Strategies for constrained optimisation , 2000, J. Int. Comput. Games Assoc..
[23] Dap Hartmann,et al. Games in AI Research , 2000, J. Int. Comput. Games Assoc..
[24] Guy Haworth,et al. Space-Efficient Indexing of Chess Endgame Tables , 2000, J. Int. Comput. Games Assoc..
[25] Thomas R. Lincke,et al. Marvin Wins Awari Tournament , 2000, J. Int. Comput. Games Assoc..
[26] H. Jaap van den Herik,et al. The Fifth Computer Olympiad , 2000, J. Int. Comput. Games Assoc..
[27] Jos Uiterwijk,et al. Solving Kalah , 2000, J. Int. Comput. Games Assoc..
[28] M. Buro,et al. HOW MACHINES HAVE REARNEA TO PLAY OTHELLO , 1999 .
[29] J. van Leeuwen,et al. Computers and Games , 1999, Lecture Notes in Computer Science.
[30] Dap Hartmann,et al. Memory versus Search in Games , 1998, J. Int. Comput. Games Assoc..
[31] Andreas Junghanns,et al. Are there Practical Alternatives to Alpha-Beta? , 1998, J. Int. Comput. Games Assoc..
[32] Michael Buro,et al. The Othello Match of the Year: Takeshi Murakami vs. Logistello , 1997, J. Int. Comput. Games Assoc..
[33] Jonathan Schaeffer,et al. One jump ahead - challenging human supremacy in checkers , 1997, J. Int. Comput. Games Assoc..
[34] Jonathan Schaeffer,et al. Best-First Fixed-Depth Minimax Algorithms , 1996, J. Int. Comput. Games Assoc..
[35] Matthew L. Ginsberg,et al. Partition Search , 1996, AAAI/IAAI, Vol. 1.
[36] Hiroyuki Iida,et al. Natural Developments in Game Research , 1996, J. Int. Comput. Games Assoc..
[37] H. Jaap van den Herik,et al. GO‐MOKU SOLVED BY NEW SEARCH TECHNIQUES , 1996, Comput. Intell..
[38] Ralph Gasser,et al. SOLVING NINE MEN'S MORRIS , 1996, Comput. Intell..
[39] Ken Thompson,et al. 6-Piece Endgames , 1996, J. Int. Comput. Games Assoc..
[40] J. Schaeffer,et al. Solving the Game of Checkers , 1996 .
[41] Shirish Chinchalkar,et al. An Upper Bound for the Number of Reachable Positions , 1996, J. Int. Comput. Games Assoc..
[42] E. Berlekamp. The Economist's View of Combinatorial Games , 1996 .
[43] Johannes Fürnkranz,et al. Machine Learning in Computer Chess: The Next Generation , 1996, J. Int. Comput. Games Assoc..
[44] H. Jaap van den Herik,et al. Replacement Schemes and Two-Level Tables , 1996, J. Int. Comput. Games Assoc..
[45] Hilarie K. Orman,et al. Pentominoes: a First Player Win , 1996 .
[46] Lewis Stiller. Exploiting Symmetry on Parallel Architectures , 1995, J. Int. Comput. Games Assoc..
[47] Martin Müller,et al. Computer go as a sum of local games: an application of combinatorial game theory , 1995 .
[48] Ralph Udo Gasser,et al. Harnessing computational resources for efficient exhaustive search , 1995 .
[49] H. Jaap van den Herik,et al. Proof-Number Search , 1994, Artif. Intell..
[50] Gerald Tesauro,et al. TD-Gammon, a Self-Teaching Backgammon Program, Achieves Master-Level Play , 1994, Neural Computation.
[51] L. V. Allis,et al. Searching for solutions in games and artificial intelligence , 1994 .
[52] Aske Plaat,et al. Solution Trees as a Basis for Game-Tree Search , 1994, J. Int. Comput. Games Assoc..
[53] H. Jaap van den Herik,et al. Replacement Schemes for Transposition Tables , 1994, J. Int. Comput. Games Assoc..
[54] Richard E. Korf,et al. Linear-Space Best-First Search , 1993, Artif. Intell..
[55] H. J. van den Herik,et al. Back to fifty: Editorial , 1993 .
[56] H. Jaap van den Herik,et al. Back to Fifty , 1993, J. Int. Comput. Games Assoc..
[57] John Nunn,et al. Extracting Information from Endgame Databases , 1993, J. Int. Comput. Games Assoc..
[58] Jaap van den Herik,et al. Heuristic programming in Artificial Intelligence 3: the third computer olympiad , 1992 .
[59] Peter J. Jansen,et al. Using knowledge about the opponent in game-tree search , 1992 .
[60] H. Jaap van den Herik,et al. A Database as a Second , 1992, J. Int. Comput. Games Assoc..
[61] D. M. Breuker,et al. The AST 4th Computer Olympiad , 1992, J. Int. Comput. Games Assoc..
[62] P. J. Esrom. Heuristic Programming in Artificial Intelligence 2 (The Second Computer Olympiad), edited by D.N.L. Levy and D.F. Beal Prentice-Hall, Hemel Hempstead, UK, 1990, 243 pp. (£35.00) , 1991, Robotica (Cambridge. Print).
[63] Jos W. H. M. Uiterwijk,et al. Reviews: Heuristic Programming in Artificial Intelligence 2 The Second Computer Olympiad , 1991 .
[64] H. J. van den Herik,et al. Databases in Awari , 1991 .
[65] Duane Szafron,et al. REVIVING THE GAME OF CHECKERS , 1991 .
[66] David N. L. Levy,et al. Heuristic Programming in Artificial Intelligence , 1991, J. Int. Comput. Games Assoc..
[67] H. Jaap van den Herik,et al. Perfect Knowledge Revisited , 1990, Artif. Intell..
[68] Jonathan Schaeffer,et al. Conspiracy Numbers , 1990, Artif. Intell..
[69] H. J. van den Herik,et al. Which games will survive , 1990 .
[70] H. J. van den Herik,et al. A knowledge-based approach to connect-four: The game is over: White to move wins! , 1989 .
[71] H. J. van den Herik,et al. A knowledge-based approach to connect-four: The game is solved! , 1989 .
[72] Lewis Stiller,et al. Parallel Analysis of Certain Endgames , 1989, J. Int. Comput. Games Assoc..
[73] David A. McAllester. Conspiracy Numbers for Min-Max Search , 1988, Artif. Intell..
[74] Ivan Bratko,et al. Ideas on Knowledge Synthesis Stemming from the KBBKN Endgame , 1987, J. Int. Comput. Games Assoc..
[75] Alen D. Shapiro,et al. Structured induction in expert systems , 1987 .
[76] Ken Thompson,et al. Retrograde Analysis of Certain Endgames , 1986, J. Int. Comput. Games Assoc..
[77] H. J. van den Herik,et al. Omniscience, the rulegiver , 1986 .
[78] H. Jaap van den Herik,et al. A Data Base on Data Bases , 1986, J. Int. Comput. Games Assoc..
[79] E. KorfRichard. Depth-first iterative-deepening: an optimal admissible tree search , 1985 .
[80] Richard E. Korf,et al. Depth-First Iterative-Deepening: An Optimal Admissible Tree Search , 1985, Artif. Intell..
[81] H. Jaap van den Herik,et al. The Construction of an Omniscient Endgame Data Base , 1985, J. Int. Comput. Games Assoc..
[82] E. Berlekamp,et al. Winning Ways for Your Mathematical Plays , 1983 .
[83] M. A. Bramer,et al. MACHINE-AIDED REFINEMENT OF CORRECT STRATEGIES FOR THE ENDGAME IN CHESS , 1982 .
[84] D. Singmaster,et al. Almost all games are first person games , 1981 .
[85] Oren Patashnik. Qubic: 4×4×4 Tic-Tac-Toe , 1980 .
[86] D. Gale. The Game of Hex and the Brouwer Fixed-Point Theorem , 1979 .
[87] Donald Michie,et al. Expert systems in the micro-electronic age , 1979 .
[88] Max Bramer. Advances in computer chess , 1978, SGAR.
[89] R.K. Guy,et al. On numbers and games , 1978, Proceedings of the IEEE.
[90] Robert E. Tarjan,et al. A Combinatorial Problem Which Is Complete in Polynomial Space , 1976, JACM.
[91] P. Wagner. Wines, Grape Vines and Climate , 1974 .
[92] Nils J. Nilsson,et al. Artificial Intelligence , 1974, IFIP Congress.
[93] William E. Walden,et al. A computer assisted study of Go on M x N boards , 1972, Information Sciences.
[94] Robert Charles Bell,et al. Board and table games from many civilizations , 1969 .
[95] Jorge Nuno Silva,et al. Mathematical Games , 1959, Nature.
[96] J. Neumann,et al. Theory of Games and Economic Behavior. , 1945 .
[97] C. Abbot. A PROPHECY FULFILLED. , 1941, Science.