Entity usage

From MaRDI portal

This page lists pages that use the given entity (e.g. Q42). The list is sorted by descending page ID, so that newer pages are listed first.

List of pages that use a given entity

Showing below up to 50 results in range #1 to #50.

View (previous 50 | ) (20 | 50 | 100 | 250 | 500)

  1. On the Symbolic Computation of the Hardest Configurations of the RUSH HOUR Game: Label: en
  2. Comparative Study of Approximate Strategies for Playing Sum Games Based on Subgame Types: Label: en
  3. Computing Proper Equilibria of Zero-Sum Games: Label: en
  4. Counting the Number of Three-Player Partizan Cold Games: Label: en
  5. A Retrograde Approximation Algorithm for One-Player Can’t Stop: Label: en
  6. A Skat Player Based on Monte-Carlo Simulation: Label: en
  7. Automatic Strategy Verification for Hex: Label: en
  8. Combinatorics of Go: Label: en
  9. AWT: Aspiration with Timer Search Algorithm in Siguo: Label: en
  10. A Retrograde Approximation Algorithm for Multi-player Can’t Stop: Label: en
  11. The Game of Synchronized Domineering: Label: en
  12. Probing the 4-3-2 Edge Template in Hex: Label: en
  13. Extended Null-Move Reductions: Label: en
  14. Weak Proof-Number Search: Label: en
  15. About the Completeness of Depth-First Proof-Number Search: Label: en
  16. A New Proof-Number Calculation Technique for Proof-Number Search: Label: en
  17. Frequency Distribution of Contextual Patterns in the Game of Go: Label: en
  18. Whole-History Rating: A Bayesian Rating System for Players of Time-Varying Strength: Label: en
  19. An Improved Safety Solver in Go Using Partial Regions: Label: en
  20. A Fast Indexing Method for Monte-Carlo Go: Label: en
  21. Using Artificial Boundaries in the Game of Go: Label: en
  22. An Analysis of UCT in Multi-player Games: Label: en
  23. Monte-Carlo Tree Search Solver: Label: en
  24. Amazons Discover Monte-Carlo: Label: en
  25. New Solutions for Synchronized Domineering: Label: en
  26. A Markovian Process Modeling for Pickomino: Label: en
  27. Rook Jumping Maze Design Considerations: Label: en
  28. Knowledge Abstraction in Chinese Chess Endgame Databases: Label: en
  29. Optimistic Selection Rule Better Than Majority Voting System: Label: en
  30. Consultation Algorithm for Computer Shogi: Move Decisions by Majority: Label: en
  31. A Human-Computer Team Experiment for 9x9 Go: Label: en
  32. A Principled Method for Exploiting Opening Books: Label: en
  33. Monte-Carlo Opening Books for Amazons: Label: en
  34. Node-Expansion Operators for the UCT Algorithm: Label: en
  35. Improving Monte–Carlo Tree Search in Havannah: Label: en
  36. Score Bounded Monte-Carlo Tree Search: Label: en
  37. Monte-Carlo Simulation Balancing in Practice: Label: en
  38. Nearly Optimal Computer Play in Multi-player Yahtzee: Label: en
  39. Computational Experiments with the RAVE Heuristic: Label: en
  40. Enhancements for Multi-Player Monte-Carlo Tree Search: Label: en
  41. Biasing Monte-Carlo Simulations through RAVE Values: Label: en
  42. The Lattice Structure of Three-Player Games: Label: en
  43. Scalability and Parallelization of Monte-Carlo Tree Search: Label: en
  44. On the Scalability of Parallel UCT: Label: en
  45. Evaluation-Function Based Proof-Number Search: Label: en
  46. Job-Level Proof-Number Search for Connect6: Label: en
  47. Solving Hex: Beyond Humans: Label: en
  48. On Semeai Detection in Monte-Carlo Go: Label: en
  49. Dependency-Based Search for Connect6: Label: en
  50. Resource Entity Action: A Generalized Design Pattern for RTS Games: Label: en

View (previous 50 | ) (20 | 50 | 100 | 250 | 500)