Control strategies for two-player games
ACM Computing Surveys (CSUR)
A hierarchical approach to computer Hex
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
The Game of Hex: An Automatic Theorem Proving Approach to Game Programming
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
Solving 7×7 Hex with domination, fill-in, and virtual connections
Theoretical Computer Science - Advances in computer games
An extension of the h-search algorithm for artificial hex players
AI'04 Proceedings of the 17th Australian joint conference on Advances in Artificial Intelligence
A game theory approach to high-level strategic planning in first person shooters
IE '08 Proceedings of the 5th Australasian Conference on Interactive Entertainment
A template matching table for speeding-up game-tree searches for hex
AI'07 Proceedings of the 20th Australian joint conference on Advances in artificial intelligence
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Generating good move orderings when searching for solutions to games can greatly increase the efficiency of game solving searches. This paper proposes a move generating algorithm for the board game called Hex, which in contrast to many other approaches, determines move orderings from knowledge gained during the search. This move generator has been used in Hex searches solving the 6x6 Hex board with comparative results indicating a significant improvement in performance. One anticipates this move generator will be advantageous in searches for complete solutions of Hex boards, equal to, and larger than, the 7x7 Hex board.