Using patterns in computer Go
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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) Computational methods for problems pertaining to game theory, economics, and finance (91-08) 2-person games (91A05) Combinatorial games (91A46)
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Cited in
(9)- Computer chess move-ordering schemes using move influence
- A Fast Indexing Method for Monte-Carlo Go
- scientific article; zbMATH DE number 1759681 (Why is no real title available?)
- Formulations of patterns by a graph model for the game of Go
- HISTORY AND TERRITORY HEURISTICS FOR MONTE CARLO GO
- CONNECTIVITY IN THE GAME OF GO
- AI 2005: Advances in Artificial Intelligence
- Computer Go
- Learning to score final positions in the game of Go
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