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In this paper, we present PQSOLVE, a distributed theorem-prover for Quantified Boolean Formulae. First, we introduce our sequential algorithm QSOLVE, which uses new heuristics and...
Rainer Feldmann, Burkhard Monien, Stefan Schamberg...
Monte-Carlo Tree Search (MCTS) is a successful algorithm used in many state of the art game engines. We propose to improve a MCTS solver when a game has more than two outcomes. It ...
Classic approaches to game AI require either a high quality of domain knowledge, or a long time to generate effective AI behaviour. These two characteristics hamper the goal of es...
It is known that bounds on the minimax values of nodes in a game tree can be used to reduce the computational complexity of minimax search for two-player games. We describe a very...
We derive a recursive formula for expected utility values in imperfect- information game trees, and an imperfectinformation game tree search algorithm based on it. The formula and...