Game Playing: The Next Moves
暂无分享,去创建一个
[1] Jonathan Schaeffer,et al. Opponent Modeling in Poker , 1998, AAAI/IAAI.
[2] Hans J. Berliner. Some Innovations Introduced by Hitech , 1987, J. Int. Comput. Games Assoc..
[3] A. D. D. Groot. Thought and Choice in Chess , 1978 .
[4] Eric B. Baum,et al. A Bayesian Approach to Relevance in Game Playing , 1997, Artif. Intell..
[5] Pietro Pietrini,et al. Brain activity in chess playing , 1994, Nature.
[6] Kevin Crowley,et al. Flexible Strategy Use in Young Children's Tic-Tac-Toe , 1993, Cogn. Sci..
[7] Herbert A. Simon,et al. Templates in Chess Memory: A Mechanism for Recalling Several Boards , 1996, Cognitive Psychology.
[8] Jonathan Schaeffer,et al. One jump ahead - challenging human supremacy in checkers , 1997, J. Int. Comput. Games Assoc..
[9] Herbert A. Simon,et al. THE MIND'S EYE IN CHESS , 1988 .
[10] Robert J. Crutcher,et al. The role of deliberate practice in the acquisition of expert performance. , 1993 .
[11] Tony Marsland,et al. FRITZ 5.0 Wins the 1997 Herschberg Best-Annotation Award , 1998, J. Int. Comput. Games Assoc..
[12] David A. McAllester. Conspiracy Numbers for Min-Max Search , 1988, Artif. Intell..
[13] Hans J. Berliner,et al. The B* Tree Search Algorithm: A Best-First Proof Procedure , 1979, Artif. Intell..
[14] Barbara Tversky,et al. Parts, Partonomies, and Taxonomies. , 1989 .
[15] Michael Buro,et al. From Simple Features to Sophisticated Evaluation Functions , 1998, Computers and Games.
[16] A. J. Palay. Searching with probabilities , 1985 .
[17] Ronald L. Rivest,et al. Game Tree Searching by Min/Max Approximation , 1987, Artif. Intell..
[18] J. Burmeister,et al. Memory performance of master go players , 2000 .
[19] Donald F. Beal,et al. First Results from Using Temporal Difference Learning in Shogi , 1998, Computers and Games.
[20] Robert Charles Bell,et al. Board and table games from many civilizations , 1969 .
[21] Carol McKenna Hamilton,et al. Modern Masters of an Ancient Game , 1997, AI Mag..
[22] Fernand Gobet,et al. Chess players' thinking revisited , 1998 .
[23] J. Blair,et al. Games with Imperfect Information , 1993 .
[24] D. Holding. The Psychology of Chess Skill , 1985 .
[25] Donald A. Norman,et al. Explorations in Cognition , 1975 .
[26] Hirofumi Katsuno,et al. A Semantic Characterization of an Algorithm for Estimating Others' Beliefs from Observation , 1996, AAAI/IAAI, Vol. 1.
[27] Savas Tsohatsidis. Meanings and prototypes : studies in linguistic categorization , 1990 .
[28] Gerald Tesauro,et al. Temporal difference learning and TD-Gammon , 1995, CACM.
[29] Ian Frank,et al. Finding Optimal Strategies for Imperfect Information Games , 1998, AAAI/IAAI.
[30] Judith S Reitman,et al. Skilled perception in Go: Deducing memory structures from inter-response times , 1976, Cognitive Psychology.
[31] David J. Slate,et al. Chess 4.5-The Northwestern University chess program , 1988 .
[32] Atsushi Yoshikawa,et al. Relations between Skill and the Use of Terms - An Analysis of Protocols of the Game of Go , 1998, Computers and Games.
[33] Murray Campbell,et al. Singular Extensions: Adding Selectivity to Brute-Force Searching , 1990, Artif. Intell..
[34] Donald F. Beal,et al. A Generalised Quiescence Search Algorithm , 1990, Artif. Intell..
[35] Gautam Biswas,et al. Assessing design activity in complex CMOS circuit design , 1994 .
[36] Claude E. Shannon,et al. Programming a computer for playing chess , 1950 .
[37] Andrew W. Appel,et al. The world's fastest Scrabble program , 1988, CACM.