Deep Blue
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(34)- When is it better not to look ahead?
- EMERGENCE OF COMPLEX STRATEGIES IN THE EVOLUTION OF CHESS ENDGAME PLAYERS
- General game playing with stochastic CSP
- Model-free mean-field reinforcement learning: mean-field MDP and mean-field Q-learning
- The Hanabi challenge: a new frontier for AI research
- Independent-valued minimax: Pathological or beneficial?
- Exploring the constraints on artificial general intelligence: a game-theoretic model of human vs machine interaction
- Algorithms for computing strategies in two-player simultaneous move games
- An effective two-level proof-number search algorithm
- Introduction: Progress in formal commonsense reasoning
- Asymmetric Action Abstractions for Planning in Real-Time Strategy Games
- Theory-guided hard constraint projection (HCP): a knowledge-based data-driven scientific machine learning method
- LinUCB applied to Monte Carlo tree search
- Artificial intelligence for games
- PROGRESSIVE STRATEGIES FOR MONTE-CARLO TREE SEARCH
- A hierarchical approach to computer Hex
- scientific article; zbMATH DE number 1941662 (Why is no real title available?)
- Simulation-based search
- SELF-PLAYING-BASED OPENING BOOK TUNING
- Partially observable RL: benign structures and simple generic algorithms
- Tree search and quantum computation
- Inductive general game playing
- Optimal strategies in the fighting fantasy gaming system: influencing stochastic dynamics by gambling with limited resource
- A perspective on machine learning methods in turbulence modeling
- Proof-Number Search and Its Variants
- Collective behavior of artificial intelligence population: transition from optimization to game
- Optimistic MLE: a generic model-based algorithm for partially observable sequential decision making
- scientific article; zbMATH DE number 2116302 (Why is no real title available?)
- Super-Nash performance
- Spatial state-action features for general games
- Superintelligence cannot be contained: lessons from computability theory
- Automatically designing counterfactual regret minimization algorithms for solving imperfect-information games
- Generalized decision directed acyclic graphs for classification tasks
- Effect of look-ahead depth in evolutionary checkers
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