A problem encountered in the design of game-playing programs—the evaluation of board positions—is formally identical to a typical pattern-recognition problem. Certain techniques, which have been found helpful in the pattern-recognition case, may therefore also be applied to game-playing programs. A brief review of these techniques, based on multivariate analysis, is given
Computers have developed to the point where searching through a large set of data to find an optimum...
AbstractOpponent-Model search is a game-tree search method that explicitly uses knowledge of the opp...
Includes bibliographical references (pages 28-29)The main purpose of this project was to understand ...
It is well known that the way one perceives a problem can influence the difficulty of solving the pr...
It is well known that the way one perceives a problem can influence the difficulty of solving the pr...
This paper described a recent refinement of the machine--learning process employed by Samuel (1) i...
An algorithm is presented for game-tree searching that is shown under fairly general but formally s...
textCreating programs that can play games such as chess, checkers, and backgammon, at a high level ...
There is need for more formal specification of recognition tasks. Currently, it is common to use lab...
The Monte-Carlo Tree Search (MCTS) algorithm has in recent years captured the attention of many res...
It is believed that chess masters use a pattern--based knowledge to analyze a position, followed by ...
Move patterns are an essential method to incorporate domain knowledge into Go-playing programs. This...
Opponent-Model search is a game-tree search method that explicitly uses knowledge of the opponent. T...
Computer games have been around for almost as long as computers. Most of these games, however, have ...
peer reviewedMonte-Carlo Tree Search is a new method which has been applied successfully to many gam...
Computers have developed to the point where searching through a large set of data to find an optimum...
AbstractOpponent-Model search is a game-tree search method that explicitly uses knowledge of the opp...
Includes bibliographical references (pages 28-29)The main purpose of this project was to understand ...
It is well known that the way one perceives a problem can influence the difficulty of solving the pr...
It is well known that the way one perceives a problem can influence the difficulty of solving the pr...
This paper described a recent refinement of the machine--learning process employed by Samuel (1) i...
An algorithm is presented for game-tree searching that is shown under fairly general but formally s...
textCreating programs that can play games such as chess, checkers, and backgammon, at a high level ...
There is need for more formal specification of recognition tasks. Currently, it is common to use lab...
The Monte-Carlo Tree Search (MCTS) algorithm has in recent years captured the attention of many res...
It is believed that chess masters use a pattern--based knowledge to analyze a position, followed by ...
Move patterns are an essential method to incorporate domain knowledge into Go-playing programs. This...
Opponent-Model search is a game-tree search method that explicitly uses knowledge of the opponent. T...
Computer games have been around for almost as long as computers. Most of these games, however, have ...
peer reviewedMonte-Carlo Tree Search is a new method which has been applied successfully to many gam...
Computers have developed to the point where searching through a large set of data to find an optimum...
AbstractOpponent-Model search is a game-tree search method that explicitly uses knowledge of the opp...
Includes bibliographical references (pages 28-29)The main purpose of this project was to understand ...