Using patterns in computer Go
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Publication:5114624
Learning and adaptive systems in artificial intelligence (68T05) Pattern recognition, speech recognition (68T10) Problem solving in the context of artificial intelligence (heuristics, search strategies, etc.) (68T20) 2-person games (91A05) Combinatorial games (91A46) Computational methods for problems pertaining to game theory, economics, and finance (91-08)
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Cited in
(8)- Computer Go
- HISTORY AND TERRITORY HEURISTICS FOR MONTE CARLO GO
- Formulations of patterns by a graph model for the game of Go
- Learning to score final positions in the game of Go
- AI 2005: Advances in Artificial Intelligence
- CONNECTIVITY IN THE GAME OF GO
- A Fast Indexing Method for Monte-Carlo Go
- scientific article; zbMATH DE number 1759681 (Why is no real title available?)
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