Fast Approximate Max-n Monte Carlo Tree Search for Ms Pac-Man
暂无分享,去创建一个
Simon M. Lucas | Spyridon Samothrakis | David Robles | S. Lucas | Spyridon Samothrakis | David Robles
[1] S. Blanchard. Cinema-Going, Going, Gone? , 1983 .
[2] Keki B. Irani,et al. An Algorithmic Solution of N-Person Games , 1986, AAAI.
[3] John R. Koza,et al. Genetic programming - on the programming of computers by means of natural selection , 1993, Complex adaptive systems.
[4] Marcus Gallagher,et al. Learning to play Pac-Man: an evolutionary, rule-based approach , 2003, The 2003 Congress on Evolutionary Computation, 2003. CEC '03..
[5] Peter Auer,et al. Finite-time Analysis of the Multiarmed Bandit Problem , 2002, Machine Learning.
[6] Jonathan Schaeffer,et al. Game-Tree Search with Adaptation in Stochastic Imperfect-Information Games , 2004, Computers and Games.
[7] Simon M. Lucas,et al. Evolving a Neural Network Location Evaluator to Play Ms. Pac-Man , 2005, CIG.
[8] Jonathan Schaeffer,et al. Monte Carlo Planning in RTS Games , 2005, CIG.
[9] Sylvain Gelly,et al. Exploration exploitation in Go: UCT for Monte-Carlo Go , 2006, NIPS 2006.
[10] Olivier Teytaud,et al. Modification of UCT with Patterns in Monte-Carlo Go , 2006 .
[11] Rémi Coulom,et al. Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search , 2006, Computers and Games.
[12] Csaba Szepesvári,et al. Bandit Based Monte-Carlo Planning , 2006, ECML.
[13] Rémi Coulom,et al. Computing "Elo Ratings" of Move Patterns in the Game of Go , 2007, J. Int. Comput. Games Assoc..
[14] Philip Hingston,et al. Experiments with Monte Carlo Othello , 2007, 2007 IEEE Congress on Evolutionary Computation.
[15] LőrinczAndrás,et al. Learning to play using low-complexity rule-based policies , 2007 .
[16] Marcus Gallagher,et al. Evolving Pac-Man Players: Can We Learn from Raw Input? , 2007, 2007 IEEE Symposium on Computational Intelligence and Games.
[17] András Lörincz,et al. Learning to Play Using Low-Complexity Rule-Based Policies: Illustrations through Ms. Pac-Man , 2007, J. Artif. Intell. Res..
[18] Jos W. H. M. Uiterwijk,et al. Monte-Carlo Tree Search in Backgammon , 2007 .
[19] Pieter Spronck,et al. Monte-Carlo Tree Search: A New Framework for Game AI , 2008, AIIDE.
[20] Marcus Gallagher,et al. An influence map model for playing Ms. Pac-Man , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.
[21] David Silver,et al. Proceedings of the Twenty-Third AAAI Conference on Artificial Intelligence (2008) Achieving Master Level Play in 9 × 9 Computer Go , 2022 .
[22] H. Jaap van den Herik,et al. Progressive Strategies for Monte-Carlo Tree Search , 2008 .
[23] Guy Van den Broeck,et al. Monte-Carlo Tree Search in Poker Using Expected Reward Distributions , 2009, ACML.
[24] Yngvi Björnsson,et al. CadiaPlayer: A Simulation-Based General Game Player , 2009, IEEE Transactions on Computational Intelligence and AI in Games.
[25] Alan Fern,et al. UCT for Tactical Assault Planning in Real-Time Strategy Games , 2009, IJCAI.
[26] Simon M. Lucas,et al. Evolution versus Temporal Difference Learning for learning to play Ms. Pac-Man , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[27] Tzung-Pei Hong,et al. The Computational Intelligence of MoGo Revealed in Taiwan's Computer Go Tournaments , 2009, IEEE Transactions on Computational Intelligence and AI in Games.
[28] Simon M. Lucas,et al. A simple tree search method for playing Ms. Pac-Man , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[29] Olivier Teytaud,et al. 9x9 GO AS BLACK WITH KOMI 7.5: AT LAST SOME GAMES WON AGAINST TOP PLAYERS IN THE DISADVANTAGEOUS SITUATION , 2009 .
[30] Simon M. Lucas,et al. A UCT agent for Tron: Initial investigations , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[31] Martin Müller,et al. Fuego—An Open-Source Framework for Board Games and Go Engine Based on Monte Carlo Tree Search , 2010, IEEE Transactions on Computational Intelligence and AI in Games.
[32] Ryan B. Hayward,et al. Monte Carlo Tree Search in Hex , 2010, IEEE Transactions on Computational Intelligence and AI in Games.
[33] Simon M. Lucas,et al. Evolving diverse Ms. Pac-Man playing agents using genetic programming , 2010, 2010 UK Workshop on Computational Intelligence (UKCI).
[34] Daniël Wedema. Games And Information An Introduction To Game Theory 3rd Edition , 2011 .
[35] Takeshi Ito,et al. Monte-Carlo tree search in Ms. Pac-Man , 2011, 2011 IEEE Conference on Computational Intelligence and Games (CIG'11).
[36] Olivier Teytaud,et al. Human vs. Computer Go Competition in FUZZ-IEEE 2011 , 2011, J. Int. Comput. Games Assoc..