Learning to Play Chess Using Temporal Differences
Machine Learning
Games solved: now and in the future
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Search Heuristics for Box Decomposition Methods
Journal of Global Optimization
Machines that learn to play games
Transposition Table Driven Work Scheduling in Distributed Game-Tree Search
AI '02 Proceedings of the 15th Conference of the Canadian Society for Computational Studies of Intelligence on Advances in Artificial Intelligence
CG '98 Proceedings of the First International Conference on Computers and Games
A Solution to the GHI Problem for Best-First Search
CG '98 Proceedings of the First International Conference on Computers and Games
Admissibility in opponent-model search
Information Sciences—Informatics and Computer Science: An International Journal - Special issue: Heuristic search and computer game playing III
An effective two-level proof-number search algorithm
Theoretical Computer Science - Algorithmic combinatorial game theory
Tuning evaluation functions by maximizing concordance
Theoretical Computer Science - Advances in computer games
A general solution to the graph history interaction problem
AAAI'04 Proceedings of the 19th national conference on Artifical intelligence
AAAI'05 Proceedings of the 20th national conference on Artificial intelligence - Volume 3
Journal of Artificial Intelligence Research
A genetic algorithm that adaptively mutates and never revisits
IEEE Transactions on Evolutionary Computation
Minimum proof graphs and fastest-cut-first search heuristics
IJCAI'09 Proceedings of the 21st international jont conference on Artifical intelligence
Satin: A high-level and efficient grid programming model
ACM Transactions on Programming Languages and Systems (TOPLAS)
A skat player based on Monte-Carlo simulation
CG'06 Proceedings of the 5th international conference on Computers and games
Exploiting graph properties of game trees
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
Generating synchronization statements in divide-and-conquer programs
Parallel Computing
Fuzzified tree search in real domain games
MICAI'11 Proceedings of the 10th Mexican international conference on Advances in Artificial Intelligence - Volume Part I
Fuzzified game tree search: precision vs speed
PRICAI'12 Proceedings of the 12th Pacific Rim international conference on Trends in Artificial Intelligence
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