Algorithms
Computer games I
Smart game board and go explorer: a study in software and knowledge engineering
Communications of the ACM
Multipurpose adversary planning in the game of go
Multipurpose adversary planning in the game of go
Multipurpose Strategic Planning In the Game of Go
IEEE Transactions on Pattern Analysis and Machine Intelligence
Sums of hot and tepid combinatorial games
Sums of hot and tepid combinatorial games
Coevolutionary search among adversaries
Coevolutionary search among adversaries
A space-time tradeoff for memory-based heuristics
AAAI '99/IAAI '99 Proceedings of the sixteenth national conference on Artificial intelligence and the eleventh Innovative applications of artificial intelligence conference 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
Partial order bounding: a new approach to evaluation in game tree search
Artificial Intelligence - Special issue on heuristic search in artificial intelligence
Global and local game tree search
Information Sciences: an International Journal - Heuristic Search and Computer Game Playing
IJCAI '99 Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence
Goals and plans in a program for playing Go
ACM '74 Proceedings of the 1974 annual conference - Volume 1
The Golem Go Program
ON PLAYING WELL IN A SUM OF GAMES
ON PLAYING WELL IN A SUM OF GAMES
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
Pushing the limits: new developments in single-agent search
Pushing the limits: new developments in single-agent search
Reflections on building two Go programs
ACM SIGART Bulletin
The game of go: an ideal environment for capstone and undergraduate research projects
SIGCSE '03 Proceedings of the 34th SIGCSE technical symposium on Computer science education
Theoretical Computer Science
A systematic classification of cheating in online games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
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
Proceedings of the 24th international conference on Machine learning
On the number of Go positions on lattice graphs
Information Processing Letters
Frequency Distribution of Contextual Patterns in the Game of Go
CG '08 Proceedings of the 6th international conference on Computers and Games
EvoWorkshops '09 Proceedings of the EvoWorkshops 2009 on Applications of Evolutionary Computing: EvoCOMNET, EvoENVIRONMENT, EvoFIN, EvoGAMES, EvoHOT, EvoIASP, EvoINTERACTION, EvoMUSART, EvoNUM, EvoSTOC, EvoTRANSLOG
Monte Carlo go has a way to go
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
Achieving master level play in 9×9 computer go
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 3
Reinforcement learning of local shape in the game of go
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
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
Backpropagation modification in Monte-Carlo game tree search
IITA'09 Proceedings of the 3rd international conference on Intelligent information technology application
Monte-Carlo tree search and rapid action value estimation in computer Go
Artificial Intelligence
Judgment of static life and death in computer go using string graph
ICNC'05 Proceedings of the First international conference on Advances in Natural Computation - Volume Part II
Evaluation of strings in computer go using articulation points check and seki judgment
AI'05 Proceedings of the 18th Australian Joint conference on Advances in Artificial Intelligence
Plans, patterns, and move categories guiding a highly selective search
ACG'09 Proceedings of the 12th international conference on Advances in Computer Games
Move-Pruning techniques for monte-carlo go
ACG'05 Proceedings of the 11th international conference on Advances in Computer Games
Dual lambda search and shogi endgames
ACG'05 Proceedings of the 11th international conference on Advances in Computer Games
Learning to estimate potential territory in the game of go
CG'04 Proceedings of the 4th international conference on Computers and Games
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Computer Go is one of the biggest challenges faced by game programmers. This survey describes the typical components of a Go program, and discusses knowledge representation, search methods and techniques for solving specific subproblems in this domain. Along with a summary of the development of computer Go in recent years, areas for future research are pointed out.