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Volumn 2, Issue , 2006, Pages 1457-1462

Automatic heuristic construction in a complete general game player

Author keywords

[No Author keywords available]

Indexed keywords

AUTOMATIC HEURISTIC CONSTRUCTION; CHESS-PLAYING PROGRAMS; GAME PLAYER;

EID: 33750720915     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (57)

References (11)
  • 3
    • 21344445698 scopus 로고    scopus 로고
    • General game playing: Overview of the AAAI competition
    • Genesereth, M., and Love, N. 2005. General game playing: Overview of the AAAI competition. AI Magazine 26(2).
    • (2005) AI Magazine , vol.26 , Issue.2
    • Genesereth, M.1    Love, N.2
  • 5
    • 0016622115 scopus 로고
    • An analysis of alpha-beta pruning
    • Knuth, D. E., and Moore, R. W. 1975. An analysis of alpha-beta pruning. Artificial Intelligence 6(4):293-326.
    • (1975) Artificial Intelligence , vol.6 , Issue.4 , pp. 293-326
    • Knuth, D.E.1    Moore, R.W.2
  • 6
    • 0022129301 scopus 로고
    • Iterative deepening: An optimal admissable tree search
    • Korf, R. E. 1985. Iterative deepening: An optimal admissable tree search. Artificial Intelligence 27:97-109.
    • (1985) Artificial Intelligence , vol.27 , pp. 97-109
    • Korf, R.E.1
  • 10
    • 33745121225 scopus 로고    scopus 로고
    • On pruning techniques for multi-player games
    • Sturtevant, N. R., and Korf, R. E. 2000. On pruning techniques for multi-player games. In Procs. AAAI-00, 201-207.
    • (2000) Procs. AAAI-00 , pp. 201-207
    • Sturtevant, R.N.1    Korf, R.E.2
  • 11
    • 0000985504 scopus 로고
    • Td-gammon, a self-teaching backgammon program, achieves masterlevel play
    • Tesauro, G. 1994. Td-gammon, a self-teaching backgammon program, achieves masterlevel play. Neural Computation 6:215-219.
    • (1994) Neural Computation , vol.6 , pp. 215-219
    • Tesauro, G.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.