
| Part 1: Evaluation and Learning Distinguishing Gamblers from Investors at the Blackjack Table MO USE(It): A Self-teaching Algorithm that Achieved Master-Strength at Othello Investigation of an Adaptive Cribbage Player Learning a Game Strategy Using Pattern-Weights and Self-play Part 2: Search PDS-PN: A New Proof-Number Search Algorithm A Generalized Threats Search Algorithm Proof-Set Search A Comparison of Algorithms for Multi-player Games Selective Search in an Amazons Program Playing Games with Multiple Choice Systems The Neural MoveMap Heuristic in Chess Board Maps and Hill-Climbing for Opening and Middle Game Play in Shogi Part 3: Combinatorial Games/Theory Solitaire Clobber Complexity of Error-Correcting Codes Derived from Combinatorial Games Analysis of Composite Corridors Part 4: Opening/Endgame Databases New Winning and Losing Positions for 7 x 7 Hex Position-Value Representation in Opening Books Indefinite Sequence of Moves in Chinese Chess Endgames Part 5: Commercial Games ORTS: A Hack-Free RTS Game Environment Causal Normalization: A Methodology for Coherent Story Logic Design in Computer Role-Playing Games A Structure for Modern Computer Narratives Part 6: Single-Agent Search/Planning Perimeter Search Performance Using Abstraction for Planning in Sokoban …… Part 7: Computer Go Author Index Game Index |
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