Sciweavers

56 search results - page 9 / 12
» The Anatomy of Chess Programs
Sort
View
AI
2002
Springer
13 years 9 months ago
Parallel Randomized Best-First Minimax Search
We describe a novel parallel randomized search algorithm for two-player games. The algorithm is a randomized version of Korf and Chickering's best-first search. Randomization...
Yaron Shoham, Sivan Toledo
ACG
2009
Springer
14 years 4 months ago
Plans, Patterns, and Move Categories Guiding a Highly Selective Search
In this paper we present our ideas for an Arimaa-playing program (also called a bot) that uses plans and pattern matching to guide a highly selective search. We restrict move gener...
Gerhard Trippen
CG
2008
Springer
13 years 11 months ago
Extended Null-Move Reductions
Abstract. In this paper we review the conventional versions of nullmove pruning, and present our enhancements which allow for a deeper search with greater accuracy. While the conve...
Omid David-Tabibi, Nathan S. Netanyahu
ATAL
2009
Springer
14 years 4 months ago
A demonstration of the Polaris poker system
Poker games provide a useful testbed for modern Artificial Intelligence techniques. Unlike many classical game domains such as chess and checkers, poker includes elements of impe...
Michael H. Bowling, Nicholas Abou Risk, Nolan Bard...
AAAI
2007
14 years 4 days ago
Visualization and Adjustment of Evaluation Functions Based on Evaluation Values and Win Probability
We present a method of visualizing and adjusting the evaluation functions in game programming in this paper. It is widely recognized that an evaluation function should assign a hi...
Shogo Takeuchi, Tomoyuki Kaneko, Kazunori Yamaguch...