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Titlebook: Advances in Computer Games; 12th International C H. Jaap Herik,Pieter Spronck Conference proceedings 2010 The Editor(s) (if applicable) and

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楼主: Coolidge
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https://doi.org/10.1007/978-3-211-99435-1nder-performance, fabrication of tournament results, and clandestine use of computer advice during competition. Beyond the model world of games, the aim is to improve fallible human performance in complex, high-value tasks.
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Schuldrecht — Besonderer Teil —rst case optimally are conducted and a sophisticated method, called ., which aims at explaining the worst situation in this game is developed in the study. Furthermore, a worthwhile formula for calculating the optimal numbers of guesses required for arbitrary values of . is derived and proven to be final.
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Peter Apathy,Peter Bydlinski,Andreas Riedlerory. The parallelization is based on randomizing the move selection of multiple threads, which operate on the same search tree. RPPNS is tested on a set of complex Lines-of-Action endgame positions. Experiments show that RPPNS scales well. Four directions for future research are given.
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https://doi.org/10.1007/978-3-211-99435-1hat retrograde analysis can be applied to certain Kriegspiel (invisible chess) endgames, such as King and Rook versus King. Using brute force and a suitable data representation, one can achieve perfect play, with perfection meaning fastest checkmate in the worst case and without making any assumptions on the opponent.
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