A Combinatorial Problem Which Is Complete in Polynomial Space
Journal of the ACM (JACM)
Word problems requiring exponential time(Preliminary Report)
STOC '73 Proceedings of the fifth annual ACM symposium on Theory of computing
Fast algorithms for finding randomized strategies in game trees
STOC '94 Proceedings of the twenty-sixth annual ACM symposium on Theory of computing
Computer Go: an AI oriented survey
Artificial Intelligence
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Machines that learn to play games
Playing Games with Algorithms: Algorithmic Combinatorial Game Theory
MFCS '01 Proceedings of the 26th International Symposium on Mathematical Foundations of Computer Science
CG '98 Proceedings of the First International Conference on Computers and Games
CG '00 Revised Papers from the Second International Conference on Computers and Games
Creating Difficult Instances of the Post Correspondence Problem
CG '00 Revised Papers from the Second International Conference on Computers and Games
Theoretical Computer Science
Complexity, appeal and challenges of combinatorial games
Theoretical Computer Science - Algorithmic combinatorial game theory
Tantrix TM rotation puzzles are intractable
Discrete Applied Mathematics - Fun with algorithms 2 (FUN 2001)
The one-round Voronoi game replayed
Computational Geometry: Theory and Applications - Special issue on the 19th European workshop on computational geometry - EuroCG 03
Learning to score final positions in the game of Go
Theoretical Computer Science - Advances in computer games
The game chromatic number and the game colouring number of cactuses
Information Processing Letters
On the fairness and complexity of generalized k-in-a-row games
Theoretical Computer Science
On the number of Go positions on lattice graphs
Information Processing Letters
PSPACE-completeness of an escape problem
Information Processing Letters
A finite set of functions with an EXPTIME-complete composition problem
Theoretical Computer Science
Complexity results about Nash equilibria
IJCAI'03 Proceedings of the 18th international joint conference on Artificial intelligence
Generalized amazons is PSPACE-complete
IJCAI'05 Proceedings of the 19th international joint conference on Artificial intelligence
The one-round Voronoi game replayed
Computational Geometry: Theory and Applications - Special issue on the 19th European workshop on computational geometry - EuroCG 03
CG'06 Proceedings of the 5th international conference on Computers and games
A PSPACE-complete Sperner triangle game
WINE'07 Proceedings of the 3rd international conference on Internet and network economics
Theoretical Computer Science
UNO is hard, even for a single player
FUN'10 Proceedings of the 5th international conference on Fun with algorithms
Bandit-Based genetic programming
EuroGP'10 Proceedings of the 13th European conference on Genetic Programming
An algorithmic analysis of the Honey-Bee game
Theoretical Computer Science
Solving tantrix via integer programming
FUN'12 Proceedings of the 6th international conference on Fun with Algorithms
On the complexity of trick-taking card games
IJCAI'13 Proceedings of the Twenty-Third international joint conference on Artificial Intelligence
Remarks on history and presence of game tree search and research
Information Theory, Combinatorics, and Search Theory
Deciding the winner in k rounds for DISJOINT ARROWS, a new combinatorial partizan game
Theoretical Computer Science
UNO is hard, even for a single player
Theoretical Computer Science
Hi-index | 0.01 |
It is shown that, given an arbitrary GO position on an n × n board, the problem of determining the winner is Pspace hard. New techniques are exploited to overcome the difficulties arising from the planar nature of board games. In particular, it is proved that GO is Pspace hard by reducing a Pspace-complete set, TQBF, to a game called generalized geography, then to a planar version of that game, and finally to GO.