Computer Go: An AI oriented survey
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Recommendations
- Computer Go
- scientific article; zbMATH DE number 1759698
- Investigating the limits of Monte-Carlo tree search methods in computer Go
- Advances in computer games. Many games, many challenges. Proceedings of the ICGA / IFIP SG16, 10th advances in computer games conference (ACG 10), November 24--27, 2003, Graz, Styria, Austria
- Applying adversarial planning techniques to Go
Cites work
- scientific article; zbMATH DE number 988830 (Why is no real title available?)
- scientific article; zbMATH DE number 988833 (Why is no real title available?)
- scientific article; zbMATH DE number 988835 (Why is no real title available?)
- scientific article; zbMATH DE number 3902440 (Why is no real title available?)
- scientific article; zbMATH DE number 3761989 (Why is no real title available?)
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- N by N Checkers is Exptime Complete
- A comparison of minimax tree search algorithms
- A computer assisted study of Go on \(M \times N\) boards
- A minimax algorithm better than alpha-beta?
- A parallel network that learns to play backgammon
- A partial analysis of Go
- An analysis of alpha-beta pruning
- Computing a perfect strategy for nxn chess requires time exponential in n
- Conspiracy numbers for min-max search
- Depth-first iterative-deepening: An optimal admissible tree search
- Explanation-based generalisation \(=\) partial evaluation
- Extended thermography for multiple kos in Go
- GO Is Polynomial-Space Hard
- Optimization by simulated annealing
- Practical issues in temporal difference learning
- Proof-number search
- Sokoban: Enhancing general single-agent search methods using domain knowledge
Cited in
(29)- Limited lookahead in imperfect-information games
- scientific article; zbMATH DE number 1759698 (Why is no real title available?)
- Computer-aided Go: Chess as a role model
- scientific article; zbMATH DE number 1759681 (Why is no real title available?)
- scientific article; zbMATH DE number 1843056 (Why is no real title available?)
- Advances in computer games. Many games, many challenges. Proceedings of the ICGA / IFIP SG16, 10th advances in computer games conference (ACG 10), November 24--27, 2003, Graz, Styria, Austria
- Evolving small-board Go players using coevolutionary temporal difference learning with archives
- Computer Go
- World-championship-caliber Scrabble*
- LinUCB applied to Monte Carlo tree search
- Artificial intelligence for games
- Data mining in combinatorial games.
- A Human-Computer Team Experiment for 9x9 Go
- PROGRESSIVE STRATEGIES FOR MONTE-CARLO TREE SEARCH
- Optimization and design of connect 6 heuristic searching algorithm
- Multi-armed bandits with episode context
- The Go polynomials of a graph.
- Using Artificial Boundaries in the Game of Go
- THE SEPARATION GAME
- Using patterns in computer Go
- scientific article; zbMATH DE number 1759699 (Why is no real title available?)
- scientific article; zbMATH DE number 3928370 (Why is no real title available?)
- scientific article; zbMATH DE number 48544 (Why is no real title available?)
- The integration of practical search and heuristic knowledge into a competitive Go-playing program
- HISTORY AND TERRITORY HEURISTICS FOR MONTE CARLO GO
- Learning to score final positions in the game of Go
- CONNECTIVITY IN THE GAME OF GO
- Applying adversarial planning techniques to Go
- A statistical foundation for machine learning, with application to Go- Moku
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