The following pages link to Computers and Games (Q2947900):
Displaying 50 items.
- Dependency-Based Search for Connect6 (Q2947901) (← links)
- On Semeai Detection in Monte-Carlo Go (Q2947903) (← links)
- Efficiency of Static Knowledge Bias in Monte-Carlo Tree Search (Q2947905) (← links)
- Investigating the Limits of Monte-Carlo Tree Search Methods in Computer Go (Q2947906) (← links)
- MoHex 2.0: A Pattern-Based MCTS Hex Player (Q2947907) (← links)
- Analyzing Simulations in Monte-Carlo Tree Search for the Game of Go (Q2947908) (← links)
- Anomalies of Pure Monte-Carlo Search in Monte-Carlo Perfect Games (Q2947910) (← links)
- Solution Techniques for Quantified Linear Programs and the Links to Gaming (Q2947911) (← links)
- Improving Best-Reply Search (Q2947915) (← links)
- Scalable Parallel DFPN Search (Q2947916) (← links)
- A Quantitative Study of $$2 \times 4$$ Chinese Dark Chess (Q2947918) (← links)
- Cylinder-Infinite-Connect-Four Except for Widths 2, 6, and 11 Is Solved: Draw (Q2947921) (← links)
- Havannah and TwixT are PSPACE-complete (Q2947922) (← links)
- Material Symmetry to Partition Endgame Tables (Q2947925) (← links)
- Further Investigations of 3-Member Simple Majority Voting for Chess (Q2947928) (← links)
- Comparison Training of Shogi Evaluation Functions with Self-Generated Training Positions and Moves (Q2947932) (← links)
- Automatic Generation of Opening Books for Dark Chess (Q2947934) (← links)
- Optimal, Approximately Optimal, and Fair Play of the Fowl Play Card Game (Q2947938) (← links)
- Resource Entity Action: A Generalized Design Pattern for RTS Games (Q2947943) (← links)
- Solving Hex: Beyond Humans (Q3073722) (← links)
- Job-Level Proof-Number Search for Connect6 (Q3073724) (← links)
- Evaluation-Function Based Proof-Number Search (Q3073725) (← links)
- On the Scalability of Parallel UCT (Q3073727) (← links)
- Scalability and Parallelization of Monte-Carlo Tree Search (Q3073736) (← links)
- Biasing Monte-Carlo Simulations through RAVE Values (Q3073737) (← links)
- Computational Experiments with the RAVE Heuristic (Q3073738) (← links)
- Monte-Carlo Simulation Balancing in Practice (Q3073741) (← links)
- Score Bounded Monte-Carlo Tree Search (Q3073742) (← links)
- Improving Monte–Carlo Tree Search in Havannah (Q3073743) (← links)
- Node-Expansion Operators for the UCT Algorithm (Q3073748) (← links)
- Monte-Carlo Opening Books for Amazons (Q3073750) (← links)
- A Principled Method for Exploiting Opening Books (Q3073753) (← links)
- A Human-Computer Team Experiment for 9x9 Go (Q3073755) (← links)
- Consultation Algorithm for Computer Shogi: Move Decisions by Majority (Q3073758) (← links)
- Optimistic Selection Rule Better Than Majority Voting System (Q3073759) (← links)
- Knowledge Abstraction in Chinese Chess Endgame Databases (Q3073761) (← links)
- Rook Jumping Maze Design Considerations (Q3073766) (← links)
- A Markovian Process Modeling for Pickomino (Q3073769) (← links)
- New Solutions for Synchronized Domineering (Q3073771) (← links)
- The Lattice Structure of Three-Player Games (Q3073772) (← links)
- Enhancements for Multi-Player Monte-Carlo Tree Search (Q3073774) (← links)
- Nearly Optimal Computer Play in Multi-player Yahtzee (Q3073775) (← links)
- Amazons Discover Monte-Carlo (Q3601816) (← links)
- Monte-Carlo Tree Search Solver (Q3601818) (← links)
- An Analysis of UCT in Multi-player Games (Q3601819) (← links)
- Using Artificial Boundaries in the Game of Go (Q3601820) (← links)
- A Fast Indexing Method for Monte-Carlo Go (Q3601822) (← links)
- An Improved Safety Solver in Go Using Partial Regions (Q3601823) (← links)
- Whole-History Rating: A Bayesian Rating System for Players of Time-Varying Strength (Q3601824) (← links)
- Frequency Distribution of Contextual Patterns in the Game of Go (Q3601827) (← links)