The world's fastest Scrabble program
Communications of the ACM
Expected-Outcome: A General Model of Static Evaluation
IEEE Transactions on Pattern Analysis and Machine Intelligence
A faster Scrabble move generation algorithm
Software—Practice & Experience
Temporal difference learning and TD-Gammon
Communications of the ACM
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
The Design and Analysis of Computer Algorithms
The Design and Analysis of Computer Algorithms
Learning to Predict by the Methods of Temporal Differences
Machine Learning
GIB: Steps Toward an Expert-Level Bridge-Playing Program
IJCAI '99 Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence
ON PLAYING WELL IN A SUM OF GAMES
ON PLAYING WELL IN A SUM OF GAMES
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Games solved: now and in the future
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
PickPocket: A computer billiards shark
Artificial Intelligence
An Experimental Approach to Online Opponent Modeling in Texas Hold'em Poker
SBIA '08 Proceedings of the 19th Brazilian Symposium on Artificial Intelligence: Advances in Artificial Intelligence
Monte-Carlo simulation balancing
ICML '09 Proceedings of the 26th Annual International Conference on Machine Learning
Building Policies for Scrabble
Proceedings of the 2008 conference on Artificial Intelligence Research and Development: Proceedings of the 11th International Conference of the Catalan Association for Artificial Intelligence
Monte Carlo go has a way to go
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
Reinforcement learning of local shape in the game of go
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
Game-tree search with combinatorially large belief states
IJCAI'05 Proceedings of the 19th international joint conference on Artificial intelligence
Human-like Heuristics in Scrabble
Proceedings of the 2009 conference on Artificial Intelligence Research and Development: Proceedings of the 12th International Conference of the Catalan Association for Artificial Intelligence
Human-like Heuristics in Scrabble
Proceedings of the 2009 conference on Artificial Intelligence Research and Development: Proceedings of the 12th International Conference of the Catalan Association for Artificial Intelligence
A Scrabble Heuristic Based on Probability That Performs at Championship Level
MICAI '09 Proceedings of the 8th Mexican International Conference on Artificial Intelligence
Backpropagation modification in Monte-Carlo game tree search
IITA'09 Proceedings of the 3rd international conference on Intelligent information technology application
A Markovian process modeling for Pickomino
CG'10 Proceedings of the 7th international conference on Computers and games
Artificial Intelligence
Monte-Carlo tree search and rapid action value estimation in computer Go
Artificial Intelligence
Learning to win by reading manuals in a Monte-Carlo framework
HLT '11 Proceedings of the 49th Annual Meeting of the Association for Computational Linguistics: Human Language Technologies - Volume 1
Bandit based monte-carlo planning
ECML'06 Proceedings of the 17th European conference on Machine Learning
Monte-Carlo tree search in settlers of catan
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
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
Non-linear Monte-Carlo search in civilization II
IJCAI'11 Proceedings of the Twenty-Second international joint conference on Artificial Intelligence - Volume Volume Three
Learning to win by reading manuals in a monte-carlo framework
Journal of Artificial Intelligence Research
Framework for Constructive Computer Game toward Empowering the Future Generation
International Journal of Green Computing
Simulation, learning, and optimization techniques in Watson's game strategies
IBM Journal of Research and Development
Analysis of watson's strategies for playing Jeopardy!
Journal of Artificial Intelligence Research
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Computer Scrabble programs have achieved a level of performance that exceeds that of the strongest human players. MAVEN was the first program to demonstrate this against human opposition. Scrabble is a game of imperfect information with a large branching factor. The techniques successfully applied in two-player games such as chess do not work here. MAVEN combines a selective move generator, simulations of likely game scenarios, and the B* algorithm to produce a world-championship-caliber Scrabble-playing program.