Depth-first iterative-deepening: an optimal admissible tree search
Artificial Intelligence
Structured induction in expert systems
Structured induction in expert systems
Conspiracy numbers for min-max search
Artificial Intelligence
Artificial Intelligence - Special issue on computer chess
Artificial Intelligence - Special issue on computer chess
Heuristic programming in artificial intelligence: the second computer olympiad
Heuristic programming in artificial intelligence: the second computer olympiad
Heuristic programming in Artificial Intelligence 3: the third computer olympiad
Heuristic programming in Artificial Intelligence 3: the third computer olympiad
Linear-space best-first search
Artificial Intelligence
Using knowledge about the opponent in game-tree search
Using knowledge about the opponent in game-tree search
Artificial Intelligence
TD-Gammon, a self-teaching backgammon program, achieves master-level play
Neural Computation
Exploiting symmetry on parallel architectures
Exploiting symmetry on parallel architectures
Best-first fixed-depth minimax algorithms
Artificial Intelligence
Advances in knowledge discovery and data mining
Advances in knowledge discovery and data mining
One jump ahead: challenging human supremacy in checkers
One jump ahead: challenging human supremacy in checkers
A Combinatorial Problem Which Is Complete in Polynomial Space
Journal of the ACM (JACM)
Theoretical Computer Science
The advantage of the initiative
Information Sciences: an International Journal - Special issue on Heuristic search and computer game playing
Data mining: concepts and techniques
Data mining: concepts and techniques
The PN -search algorithm: application to tsume-shogi
Artificial Intelligence - Special issue on heuristic search in artificial intelligence
A hierarchical approach to computer Hex
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
World-championship-caliber Scrabble
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
The Game of Hex: An Automatic Theorem Proving Approach to Game Programming
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
Selecting evaluation functions in opponent-model search
Theoretical Computer Science - Advances in computer games
A decomposition approach to multi-vehicle cooperative control
Robotics and Autonomous Systems
Science of Computer Programming
On the fairness and complexity of generalized k-in-a-row games
Theoretical Computer Science
Application of reinforcement learning to the game of Othello
Computers and Operations Research
A Retrograde Approximation Algorithm for Multi-player Can't Stop
CG '08 Proceedings of the 6th international conference on Computers and Games
A method to construct knowledge table-base in k-in-a-row games
Proceedings of the 2009 ACM symposium on Applied Computing
IJCAI'09 Proceedings of the 21st international jont conference on Artifical intelligence
Job-level proof-number search for connect6
CG'10 Proceedings of the 7th international conference on Computers and games
Knowledge abstraction in Chinese chess endgame databases
CG'10 Proceedings of the 7th international conference on Computers and games
Theoretical Computer Science
Analyze and guess type of piece in the computer game intelligent system
FSKD'05 Proceedings of the Second international conference on Fuzzy Systems and Knowledge Discovery - Volume Part II
Monte-Carlo tree search in settlers of catan
ACG'09 Proceedings of the 12th international conference on Advances in Computer Games
ACG'09 Proceedings of the 12th international conference on Advances in Computer Games
Deriving concepts and strategies from chess tablebases
ACG'09 Proceedings of the 12th international conference on Advances in Computer Games
A new family of k-in-a-row games
ACG'05 Proceedings of the 11th international conference on Advances in Computer Games
Rule-Tolerant verification algorithms for completeness of chinese-chess endgame databases
CG'04 Proceedings of the 4th international conference on Computers and Games
An external-memory retrograde analysis algorithm
CG'04 Proceedings of the 4th international conference on Computers and Games
CG'04 Proceedings of the 4th international conference on Computers and Games
Aggregating consistent endgame knowledge in Chinese Chess
Knowledge-Based Systems
XT Domineering: A new combinatorial game
Knowledge-Based Systems
Consistencies for ultra-weak solutions in minimax weighted CSPs using the duality principle
CP'12 Proceedings of the 18th international conference on Principles and Practice of Constraint Programming
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In this article we present an overview on the state of the art in games solved in the domain of two-person zero-sum games with perfect information. The results are summarized and some predictions for the near future are given. The aim of the article is to determine which game characteristics are predominant when the solution of a game is the main target. First, it is concluded that decision complexity is more important than state-space complexity as a determining factor. Second, we conclude that there is a trade-off between knowledge-based methods and brute-force methods. It is shown that knowledge-based methods are more appropriate for solving games with a low decision complexity, while brute-force methods are more appropriate for solving games with a low state-space complexity. Third, we found that there is a clear correlation between the first-player's initiative and the necessary effort to solve a game. In particular, threat-space-based search methods are sometimes able to exploit the initiative to prove a win. Finally, the most important results of the research involved, the development of new intelligent search methods, are described.