A Computational Model of Skill Acquisition
A Computational Model of Skill Acquisition
Heuristic analysis of large trees as generated in the game of 'go'
Heuristic analysis of large trees as generated in the game of 'go'
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Perception and representation of spatial relations in a program for playing Go
ACM '75 Proceedings of the 1975 annual conference
Tree analysis techniques in tsumego
IJCAI'79 Proceedings of the 6th international joint conference on Artificial intelligence - Volume 1
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A program that plays Go provides a basis for analyzing possibilities for extending present AI conceptions of planning and goal structures to problems that are ill-structured, dynamic, multiperson, resource-bound, and highly interactive. The focus is on mechanisms for communicating information and control over time and among a number of interacting processes, in a flexible but coherent manner. Using the capabilities of current computer languages, it is possible to specify planning and goal structures, and appropriate conventions for them, that will accommodate the demands of these increasingly complex and sophisticated problem environments.