In this paper we explore the tactical aspects needed for the creation of an intelligent computer-pool player. The research results in three modifications to our previous model. An ...
One of the most important, still unsolved problems in computer graphics is the generation of predictive imagery, i.e., images that represent perfect renditions of reality. Such pe...
Abstract. We present a new method to simulate deformable volumetric objects interactively using finite elements. With quadratic basis functions and a non-linear strain tensor, we a...
Abstract. Depth-first proof-number (df-pn) search is a powerful member of the family of algorithms based on proof and disproof numbers. While df-pn has succeeded in practice, its t...
Whole-History Rating (WHR) is a new method to estimate the time-varying strengths of players involved in paired comparisons. Like many variations of the Elo rating system, the whol...
Monte-Carlo Tree Search (MCTS) is a new best-first search method that started a revolution in the field of Computer Go. Parallelizing MCTS is an important way to increase the stren...
Guillaume Chaslot, Mark H. M. Winands, H. Jaap van...
Abstract. By developing an intelligent computer system that will provide commentary of chess moves in a comprehensible, user-friendly and instructive way, we are trying to use the ...
Matej Guid, Martin Mozina, Jana Krivec, Aleksander...
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...
The UCT algorithm has been exceedingly popular for Go, a two-player game, significantly increasing the playing strength of Go programs in a very short time. This paper provides an ...