메뉴 건너뛰기




Volumn 1558, Issue , 1999, Pages 146-166

A two-step model of pattern acquisition: Application to tsume-go

Author keywords

Evolutionary learning; Go; Knowledge acquisition; Pattern acquisition; Tsume go

Indexed keywords

COMPUTER GAMES; KNOWLEDGE ACQUISITION;

EID: 84956854328     PISSN: 03029743     EISSN: 16113349     Source Type: Book Series    
DOI: 10.1007/3-540-48957-6_9     Document Type: Conference Paper
Times cited : (3)

References (17)
  • 9
    • 84956869206 scopus 로고    scopus 로고
    • Flexible acquisition of various types of knowledge from game records: Application to the game of go
    • V. den Herik, Drukkerij van Spijk B.V. Velno
    • T. Kojima, K. Ueda, and S. Nagano. Flexible acquisition of various types of knowledge from game records: Application to the game of go. In V. den Herik, editor, Using Games as An Experimental Testbed for AI Research. Drukkerij van Spijk B.V. Velno, in press.
    • Using Games as an Experimental Testbed for AI Research
    • Kojima, T.1    Ueda, K.2    Nagano, S.3
  • 10
  • 13
    • 84956858531 scopus 로고
    • The experiment of creating move from “local pattern” knowledge in Go program
    • Japanese
    • S. Sei and T. Kawashima. The experiment of creating move from “local pattern” knowledge in Go program. In Game Programming Workshop in Japan ‘94, pages 97-104, 1994. in Japanese.
    • (1994) Game Programming Workshop in Japan ‘94 , pp. 97-104
    • Sei, S.1    Kawashima, T.2
  • 14
    • 0003077170 scopus 로고
    • The program GoTools and its computer-generated tsume go database
    • T. Wolf. The program GoTools and its computer-generated tsume go database. In Game Programming Workshop in Japan ‘94, pages 84-96, 1994.
    • (1994) Game Programming Workshop in Japan ‘94 , pp. 84-96
    • Wolf, T.1
  • 15
    • 84956863643 scopus 로고
    • Perception in tsume-go under 3 second time pressure
    • Japanese
    • A. Yoshikawa and Y. Saito. Perception in tsume-go under 3 second time pressure. In Game Programming Workshop in Japan ‘95, pages 105-112, 1995. in Japanese.
    • (1995) Game Programming Workshop in Japan ‘95 , pp. 105-112
    • Yoshikawa, A.1    Saito, Y.2
  • 17
    • 0003501081 scopus 로고    scopus 로고
    • The difference of the knowledge for solving tsume-go problem according to the skill
    • A. Yoshikawa and Y. Saito. The difference of the knowledge for solving tsume-go problem according to the skill. In Game Programming Workshop in Japan ‘97, pages 87-95, 1997.
    • (1997) Game Programming Workshop in Japan ‘97 , pp. 87-95
    • Yoshikawa, A.1    Saito, Y.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.