Computers and games
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InhaltsverzeichnisSearch and Strategies.A Least-Certainty Heuristic for Selective Search.Lambda-Search in Game Trees — with Application to Go.Abstract Proof Search.Solving Kriegspiel-Like Problems: Examining Efficient Search Methods.Strategies for the Automatic Construction of Opening Books.Awari Retrograde Analysis.Construction of Chinese Chess Endgame Databases by Retrograde Analysis.Learning and Pattern Acquisition.Learning from Perfection.Chess Neighborhoods, Function Combination, and Reinforcement Learning.Learning a Go Heuristic with Tilde.Learning Time Allocation Using Neural Networks.Theory and Complexity Issues.The Complexity of Graph Ramsey Games.Virus Versus Mankind.Creating Difficult Instances of the Post Correspondence Problem.Integer Programming Based Algorithms for Peg Solitaire Problems.Ladders Are PSPACE-Complete.Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphs.Further Experiments with Games.New Self-Play Results in Computer Chess.SUPER-SOMA — Solving Tactical Exchanges in Shogi without Tree Searching.A Shogi Processor with a Field Programmable Gate Array.Plausible Move Generation Using Move Merit Analysis with Cut-Off Thresholds in Shogi.Abstraction Methods for Game Theoretic Poker.Reasoning by Agents in Computer Bridge Bidding.Invited Talks and Reviews.Linguistic Geometry for Solving War Games.Physics and Ecology of Rock-Paper-Scissors Game.Review: Computer Language Games.Review: Computer Go 1984–2000.Review: Intelligent Agents for Computer Games.Review: RoboCup through 2000.Review: Computer Shogi through 2000.