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Titlebook: Computers, Chess, and Cognition; T. Anthony Marsland,Jonathan Schaeffer Conference proceedings 1990 Springer-Verlag New York Inc. 1990 art

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發(fā)表于 2025-3-27 00:48:30 | 只看該作者
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發(fā)表于 2025-3-27 10:26:42 | 只看該作者
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發(fā)表于 2025-3-27 14:24:25 | 只看該作者
https://doi.org/10.1007/978-3-540-74869-41.5 in its first competition in a human tournament, losing points only to Masters. By September it was good enough to share first place in a tournament which included four Masters, and thereby raised its USCF rating to 2233, thus eclipsing .’s high-water rating mark of 2206. It went into the North A
36#
發(fā)表于 2025-3-27 20:06:28 | 只看該作者
https://doi.org/10.1007/978-3-540-74869-4d the process of searching for a solution of the given problem can be represented by a search tree (more generally an acyclic graph, because of transpositions). For instance, in games like chess, the board positions correspond to nodes (or vertices) and the moves to directed arcs. This chapter revie
37#
發(fā)表于 2025-3-27 22:27:45 | 只看該作者
Streuprobleme und Wirkungsquerschnitte tree search usually results in a stronger program. Here we describe a technique, called the ., that can be effectively used to improve search speed with only a small chance of error. Although the technique has been previously used in specialized programs for chess tactics, this chapter describes a
38#
發(fā)表于 2025-3-28 02:53:06 | 只看該作者
Koordinatensystem, Translation und Rotationmething like 23. Rel? -+, indicating that white’s 23rd move was bad (‘?’) and the position is now lost (‘-+’). Whereas ‘?’s can have game-theoretic significance, ‘!’s (“very good moves”) and ‘!!’s (“excellent moves”) do not (since it is not possible to turn a game-theoretically lost position into a
39#
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40#
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