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Publication search results
found 238 matches
- 2023
- Cameron Browne, Akihiro Kishimoto, Jonathan Schaeffer:
Computers and Games - International Conference, CG 2022, Virtual Event, November 22-24, 2022, Revised Selected Papers. Lecture Notes in Computer Science 13865, Springer 2023, ISBN 978-3-031-34016-1 [contents] - 2022
- Xavier A. P. Blanvillain:
Oware is Strongly Solved. CG 2022: 87-96 - Cameron Browne:
Which Rules for Mu Torere? CG 2022: 111-120 - Tristan Cazenave:
Batch Monte Carlo Tree Search. CG 2022: 146-162 - Daniel R. Collins:
Solving Chainmail Jousting. CG 2022: 39-48 - Stefan Edelkamp:
Improving Computer Play in Skat with Hope Cards. CG 2022: 133-145 - Yifan He, Abdallah Saffidine:
QBF Solving Using Best First Search. CG 2022: 73-86 - Thijs Laarhoven, Aditya Ponukumati:
Towards Transparent Cheat Detection in Online Chess: An Application of Human and Computer Decision-Making Preferences. CG 2022: 163-180 - Nathan Lervold, Gilbert L. Peterson, David W. King:
Incentivizing Information Gain in Hidden Information Multi-Action Games. CG 2022: 59-69 - Todd W. Neller, Taylor C. Neller:
FairKalah: Towards Fair Mancala Play. CG 2022: 3-13 - Owen Randall, Ting-Han Wei, Ryan Hayward, Martin Müller:
Improving Search in Go Using Bounded Static Safety. CG 2022: 14-23 - Kyle Sacks, Brayden Hollis:
An Algorithm for Multiplayer Games Exploiting Opponents' Interactions with the Player. CG 2022: 49-58 - Matthew Stephenson, Dennis J. N. J. Soemers, Éric Piette, Cameron Browne:
Measuring Board Game Distance. CG 2022: 121-130 - Nathan R. Sturtevant:
An Efficient Chinese Checkers Implementation: Ranking, Bitboards, and BMI2 pext and pdep Instructions. CG 2022: 24-35 - Gaspard de Batz de Trenquelleon, Ahmed Choukarah, Milo Roucairol, Maël Addoum, Tristan Cazenave:
Procedural Generation of Rush Hour Levels. CG 2022: 181-190 - Jos W. H. M. Uiterwijk, Lianne V. Hufkens:
Solving Impartial SET Using Knowledge and Combinatorial Game Theory. CG 2022: 97-108 - 2016
- Ingo Althöfer:
Computer-Aided Go: Chess as a Role Model. Computers and Games 2016: 149-155 - Xiaoheng Bi, Tetsuro Tanaka:
Human-Side Strategies in the Werewolf Game Against the Stealth Werewolf Strategy. Computers and Games 2016: 93-102 - François Bonnet, Simon Viennot:
Nash Equilibrium in Mastermind. Computers and Games 2016: 115-128 - Cameron Browne:
A Class Grammar for General Games. Computers and Games 2016: 167-182 - Joris Duguépéroux, Ahmad Mazyad, Fabien Teytaud, Julien Dehos:
Pruning Playouts in Monte-Carlo Tree Search for the Game of Havannah. Computers and Games 2016: 47-57 - Tobias Graf, Marco Platzner:
Using Deep Convolutional Neural Networks in Monte Carlo Tree Search. Computers and Games 2016: 11-21 - Michael Hartisch, Thorsten Ederer, Ulf Lorenz, Jan Wolf:
Quantified Integer Programs with Polyhedral Uncertainty Set. Computers and Games 2016: 156-166 - Yuya Hirata, Michimasa Inaba, Kenichi Takahashi, Fujio Toriumi, Hirotaka Osawa, Daisuke Katagami, Kousuke Shinoda:
Werewolf Game Modeling Using Action Probabilities Based on Play Log Analysis. Computers and Games 2016: 103-114 - Takahisa Imagawa, Tomoyuki Kaneko:
Monte Carlo Tree Search with Robust Exploration. Computers and Games 2016: 34-46 - Andrew Isaac, Richard Lorentz:
Using Partial Tablebases in Breakthrough. Computers and Games 2016: 1-10 - Jialin Liu, Olivier Teytaud, Tristan Cazenave:
Fast Seed-Learning Algorithms for Games. Computers and Games 2016: 58-70 - Todd W. Neller, Zuozhi Yang, Colin M. Messinger, Calin Anton, Karo Castro-Wunsch, William Maga, Steven A. Bogaerts, Robert Arrington, Clay Langley:
Monte Carlo Approaches to Parameterized Poker Squares. Computers and Games 2016: 22-33 - Nera Nesic, Stephan Schiffel:
Heuristic Function Evaluation Framework. Computers and Games 2016: 71-80 - Kazuto Oka, Kiminori Matsuzaki:
Systematic Selection of N-Tuple Networks for 2048. Computers and Games 2016: 81-92
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