Singular extensions: adding selectivity to brute-force searching
Artificial Intelligence - Special issue on computer chess
Connectionist learning of expert preferences by comparison training
Advances in neural information processing systems 1
Kasparov versus deep blue: computer chess comes of age
Kasparov versus deep blue: computer chess comes of age
Knowledge discovery in deep blue
Communications of the ACM
IBM's Deep Blue Chess Grandmaster Chips
IEEE Micro
Comparison training of chess evaluation functions
Machines that learn to play games
Chess as problem solving: the development of a tactics analyzer.
Chess as problem solving: the development of a tactics analyzer.
Large-scale parallelization of alpha-beta search: an algorithmic and architectural study with computer chess
A hierarchical approach to computer Hex
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Strategic sequential bidding in auctions using dynamic programming
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 2
Symbol grounding and its implications for artificial intelligence
ACSC '03 Proceedings of the 26th Australasian computer science conference - Volume 16
An effective two-level proof-number search algorithm
Theoretical Computer Science - Algorithmic combinatorial game theory
Introduction: progress in formal commonsense reasoning
Artificial Intelligence - Special issue on logical formalizations and commonsense reasoning
An Active Symbols Theory of Chess Intuition
Minds and Machines
On using multi-agent systems in playing board games
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
Using coevolution and gradient-based learning for the virus game
Proceedings of the 2006 international conference on Game research and development
Automatic feature extraction for autonomous general game playing agents
Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems
Collaborative multimedia environment for chess teaching
International Journal of Computer Applications in Technology
Graph-Based Domain Mapping for Transfer Learning in General Games
ECML '07 Proceedings of the 18th European conference on Machine Learning
A Parallel Monte-Carlo Tree Search Algorithm
CG '08 Proceedings of the 6th international conference on Computers and Games
Cognitive Modeling of Knowledge-Guided Information Acquisition in Games
CG '08 Proceedings of the 6th international conference on Computers and Games
GTQ: A Language and Tool for Game-Tree Analysis
CG '08 Proceedings of the 6th international conference on Computers and Games
Adaptive play in Texas Hold'em Poker
Proceedings of the 2008 conference on ECAI 2008: 18th European Conference on Artificial Intelligence
Expertise and Intuition: A Tale of Three Theories
Minds and Machines
Automatic heuristic construction in a complete general game player
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
Automatic heuristic construction for general game playing
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
Machine learning in digital games: a survey
Artificial Intelligence Review
Learning from multiple heuristics
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 1
Learning and multiagent reasoning for autonomous agents
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
Reinforcement learning of local shape in the game of go
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
Collective intelligence in combinatorial games
ASM '07 The 16th IASTED International Conference on Applied Simulation and Modelling
Monte Carlo search applied to card selection in magic: the gathering
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Introducing a round robin tournament into Blondie24
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
No-limit texas hold'em poker agents created with evolutionary neural networks
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Evolution of an efficient search algorithm for the mate-in-N problem in chess
EuroGP'07 Proceedings of the 10th European conference on Genetic programming
Reflections on cognitive vision systems
ICVS'03 Proceedings of the 3rd international conference on Computer vision systems
Strategy generation in multi-agent imperfect-information pursuit games
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
When is it better not to look ahead?
Artificial Intelligence
Instantiating general games using prolog or dependency graphs
KI'10 Proceedings of the 33rd annual German conference on Advances in artificial intelligence
Strongly solving fox-and-geese on multi-core CPU
KI'10 Proceedings of the 33rd annual German conference on Advances in artificial intelligence
Artificial intelligence search algorithms
Algorithms and theory of computation handbook
A Markovian process modeling for Pickomino
CG'10 Proceedings of the 7th international conference on Computers and games
Tree search and quantum computation
Quantum Information Processing
The Development of Human Expertise in a Complex Environment
Minds and Machines
Artificial intelligence research at IBM
IBM Journal of Research and Development
A methodology for learning players| styles from game records
International Journal of Artificial Intelligence and Soft Computing
Independent-valued minimax: Pathological or beneficial?
Theoretical Computer Science
A case study on logging visual activities: chess game
TAINN'05 Proceedings of the 14th Turkish conference on Artificial Intelligence and Neural Networks
The relative history heuristic
CG'04 Proceedings of the 4th international conference on Computers and Games
DR.FILL: crosswords and an implemented solver for singly weighted CSPs
Journal of Artificial Intelligence Research
Immune based fuzzy agent plays checkers game
Applied Soft Computing
HyperNEAT-GGP: a hyperNEAT-based atari general game player
Proceedings of the 14th annual conference on Genetic and evolutionary computation
Socially present board game opponents
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Affective computing: a reverence for a century of research
COST'11 Proceedings of the 2011 international conference on Cognitive Behavioural Systems
Evaluation of a simple, scalable, parallel best-first search strategy
Artificial Intelligence
Sufficiency-based selection strategy for MCTS
IJCAI'13 Proceedings of the Twenty-Third international joint conference on Artificial Intelligence
Hi-index | 0.00 |
Deep Blue is the chess machine that defeated then-reigning World Chess Champion Garry Kasparov in a six-game match in 1997. There were a number of factors that contributed to this success, including: a single-chip chess search engine, a massively parallel system with multiple levels of parallelism, a strong emphasis on search extensions, a complex evaluation function, and effective use of a Grandmaster game database. This paper describes the Deep Blue system, and gives some of the rationale that went into the design decision behind Deep Blue. Copyright 2001 Elsevier B.V.