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Titlebook: Computers and Games; 6th International Co H. Jaap Herik,Xinhe Xu,Mark H. M. Winands Conference proceedings 2008 The Editor(s) (if applicabl

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21#
發(fā)表于 2025-3-25 03:23:21 | 只看該作者
Multimedia Systems and Applicationsose. Its depth-first variants such as PN*, PDS, and df-pn work very well, in particular in the domain of shogi mating problems. However, there are still possible drawbacks. The most prevailing one is the double-counting problem. To handle this problem the paper proposes a new search idea using proof
22#
發(fā)表于 2025-3-25 11:11:31 | 只看該作者
https://doi.org/10.1007/978-0-387-71043-3s into the cognitive behavior of human game players. However, the nature of chunks has remained elusive, and the reason for this lies in the lack of using a general cognitive theory to explain the nature of chunks. In this paper it will be argued that Marvin Minsky’s . theory is a good candidate for
23#
發(fā)表于 2025-3-25 13:25:51 | 只看該作者
Multimedia Systems and Applicationsly ordinal search algorithms; hence, they usually cannot exchange pieces correctly. Some researchers use retrograde algorithms to solve endgames with a limited number of attack pieces, but this approach is often not practical in a real tournament. In a grandmaster game, the players typically perform
24#
發(fā)表于 2025-3-25 19:39:45 | 只看該作者
Multimedia Systems and Applicationsre trying to use the power demonstrated by the current chess engines for tutoring chess and for annotating chess games. In this paper, we point out certain differences between the computer programs which are specialized for playing chess and our program which is aimed at providing quality commentary
25#
發(fā)表于 2025-3-25 23:09:39 | 只看該作者
David W. Walters,Deborah A. Helmanracy. While the conventional versions of null-move pruning use reduction values of .?≤?3, we use an aggressive reduction value of .?=?4 within a verified adaptive configuration which maximizes the benefit from the more aggressive pruning, while limiting its tactical liabilities. Our experimental res
26#
發(fā)表于 2025-3-26 03:19:27 | 只看該作者
https://doi.org/10.1007/978-3-540-87608-3AI planning; Monte C; algorithmic learning; cognitive modeling; combinatorics; computer chess; computer ga
27#
發(fā)表于 2025-3-26 04:19:58 | 只看該作者
28#
發(fā)表于 2025-3-26 11:15:01 | 只看該作者
29#
發(fā)表于 2025-3-26 14:19:54 | 只看該作者
https://doi.org/10.1007/978-3-030-99622-2Multi-player Go is Go played with more than two colors. Monte-Carlo Tree Search is an adequate algorithm to program the game of Go with two players. We address the application of Monte-Carlo Tree Search to multi-player Go.
30#
發(fā)表于 2025-3-26 17:08:07 | 只看該作者
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