Multi-player alpha-beta pruning
Artificial Intelligence
On Pruning Techniques for Multi-Player Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
Multiplayer games: algorithms and approaches
Multiplayer games: algorithms and approaches
GIB: imperfect information in a computationally challenging game
Journal of Artificial Intelligence Research
Robust game play against unknown opponents
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
An Analysis of UCT in Multi-player Games
CG '08 Proceedings of the 6th international conference on Computers and Games
CG '08 Proceedings of the 6th international conference on Computers and Games
Leaf-value tables for pruning non-zero-sum games
IJCAI'05 Proceedings of the 19th international joint conference on Artificial intelligence
Similarity pruning in PrOM search
ACG'05 Proceedings of the 11th international conference on Advances in Computer Games
Current challenges in multi-player game search
CG'04 Proceedings of the 4th international conference on Computers and Games
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Speculative execution of information gathering plans can dramatically reduce the effect of source I/O latencies on overall performance. However, the utility of speculation is closely tied to how accurately data values are predicted at runtime. Caching ...