Depth-first iterative-deepening: an optimal admissible tree search
Artificial Intelligence
Conspiracy numbers for min-max search
Artificial Intelligence
Explanation-based generalisation = partial evaluation
Artificial Intelligence
The annealing algorithm
A parallel network that learns to play backgammon
Artificial Intelligence
Explanation-based learning: a problem solving perspective
Artificial Intelligence
Quantitative results concerning the utility of explanation-based learning
Artificial Intelligence
Artificial Intelligence - Special issue on computer chess
A generalised quiescence search algorithm
Artificial Intelligence - Special issue on computer chess
Singular extensions: adding selectivity to brute-force searching
Artificial Intelligence - Special issue on computer chess
A world championship caliber checkers program
Artificial Intelligence
Practical Issues in Temporal Difference Learning
Machine Learning
Tutorial on specialisation of logic programs
PEPM '93 Proceedings of the 1993 ACM SIGPLAN symposium on Partial evaluation and semantics-based program manipulation
Artificial Intelligence
TD-Gammon, a self-teaching backgammon program, achieves master-level play
Neural Computation
Temporal difference learning and TD-Gammon
Communications of the ACM
Multipurpose adversary planning in the game of go
Multipurpose adversary planning in the game of go
One jump ahead: challenging human supremacy in checkers
One jump ahead: challenging human supremacy in checkers
Multipurpose Strategic Planning In the Game of Go
IEEE Transactions on Pattern Analysis and Machine Intelligence
Sums of hot and tepid combinatorial games
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Single-agent search in the presence of deadlocks
AAAI '98/IAAI '98 Proceedings of the fifteenth national/tenth conference on Artificial intelligence/Innovative applications of artificial intelligence
Journal of the ACM (JACM)
Static analysis of life and death in the game of Go
Information Sciences—Informatics and Computer Science: An International Journal
Forward pruning and other heuristic search techniques in tsume go
Information Sciences: an International Journal - Special issue on Heuristic search and computer game playing
Mean and temperature search for go endgames
Information Sciences: an International Journal - Special issue on Heuristic search and computer game playing
Learning to Predict by the Methods of Temporal Differences
Machine Learning
Explanation-Based Generalization: A Unifying View
Machine Learning
Explanation-Based Learning: An Alternative View
Machine Learning
IJCAI '99 Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence
The Golem Go Program
Feature extraction and representation for pattern recognition and the game of go
Feature extraction and representation for pattern recognition and the game of go
Heuristic analysis of large trees as generated in the game of 'go'
Heuristic analysis of large trees as generated in the game of 'go'
Abstraction hierarchies: a model of perception and cognition in the game of go
Abstraction hierarchies: a model of perception and cognition in the game of go
Image Analysis and Mathematical Morphology
Image Analysis and Mathematical Morphology
Finding optimal solutions to Rubik's cube using pattern databases
AAAI'97/IAAI'97 Proceedings of the fourteenth national conference on artificial intelligence and ninth conference on Innovative applications of artificial intelligence
Metarules to improve tactical Go knowledge
Information Sciences—Informatics and Computer Science: An International Journal - Special issue: Heuristic search and computer game playing III
Theoretical Computer Science
A multi-agent system integrating reinforcement learning, bidding and genetic algorithms
Web Intelligence and Agent Systems
A lightweight rule-based Al engine for mobile games
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Metacognition in computation: a selected research review
Artificial Intelligence
Learning to score final positions in the game of Go
Theoretical Computer Science - Advances in computer games
Bayesian pattern ranking for move prediction in the game of Go
ICML '06 Proceedings of the 23rd international conference on Machine learning
Single-Player Monte-Carlo Tree Search
CG '08 Proceedings of the 6th international conference on Computers and Games
CG '08 Proceedings of the 6th international conference on Computers and Games
Mimicking Go Experts with Convolutional Neural Networks
ICANN '08 Proceedings of the 18th international conference on Artificial Neural Networks, Part II
Learning to play Go using recursive neural networks
Neural Networks
POGGI: Puzzle-Based Online Games on Grid Infrastructures
Euro-Par '09 Proceedings of the 15th International Euro-Par Conference on Parallel Processing
Field review: Metacognition in computation: A selected research review
Artificial Intelligence
Collective intelligence in combinatorial games
ASM '07 The 16th IASTED International Conference on Applied Simulation and Modelling
Associating domain-dependent knowledge and Monte Carlo approaches within a Go program
Information Sciences: an International Journal
Learning to predict life and death from Go game records
Information Sciences: an International Journal
A novel ontology for computer go knowledge management
FUZZ-IEEE'09 Proceedings of the 18th international conference on Fuzzy Systems
Robotic go: exploring a different perspective on human-computer interaction with the game of go
SMC'09 Proceedings of the 2009 IEEE international conference on Systems, Man and Cybernetics
Study on loop problem in opening database for chinese chess programs
IEA/AIE'07 Proceedings of the 20th international conference on Industrial, engineering, and other applications of applied intelligent systems
Efficient selectivity and backup operators in Monte-Carlo tree search
CG'06 Proceedings of the 5th international conference on Computers and games
Player-customized puzzle instance generation for Massively Multiplayer Online Games
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Monte-Carlo tree search and rapid action value estimation in computer Go
Artificial Intelligence
Revisiting Monte-Carlo tree search on a normal form game: NoGo
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I
The 10th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
Multi-armed bandits with episode context
Annals of Mathematics and Artificial Intelligence
1 Billion Pages = 1 Million Dollars? mining the web to play "who wants to be a millionaire?"
UAI'03 Proceedings of the Nineteenth conference on Uncertainty in Artificial Intelligence
Evolving small-board Go players using coevolutionary temporal difference learning with archives
International Journal of Applied Mathematics and Computer Science
Move-Pruning techniques for monte-carlo go
ACG'05 Proceedings of the 11th international conference on Advances in Computer Games
Associating shallow and selective global tree search with monte carlo for 9 × 9 go
CG'04 Proceedings of the 4th international conference on Computers and Games
Learning to estimate potential territory in the game of go
CG'04 Proceedings of the 4th international conference on Computers and Games
Genetic fuzzy markup language for game of NoGo
Knowledge-Based Systems
Monte-Carlo tree search parallelisation for computer go
Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference
An evolutionary multi-objective optimization approach to computer go controller synthesis
PRICAI'12 Proceedings of the 12th Pacific Rim international conference on Trends in Artificial Intelligence
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Since the beginning of AI, mind games have been studied as relevant application fields. Nowadays, some programs are better than human players in most classical games. Their results highlight the efficiency of AI methods that are now quite standard. Such methods are very useful to Go programs, but they do not enable a strong Go program to be built. The problems related to Computer Go require new AI problem solving methods. Given the great number of problems and the diversity of possible solutions, Computer Go is an attractive research domain for AI. Prospective methods of programming the game of Go will probably be of interest in other domains as well. The goal of this paper is to present Computer Go by showing the links between existing studies on Computer Go and different AI related domains: evaluation function, heuristic search, machine learning, automatic knowledge generation, mathematical morphology and cognitive science. In addition, this paper describes both the practical aspects of Go programming, such as program optimization, and various theoretical aspects such as combinatorial game theory, mathematical morphology, and Monte Carlo methods. . 2001 Elsevier Science B.V. All rights.