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Titlebook: Computers and Games; Second International Tony Marsland,Ian Frank Conference proceedings 2001 Springer-Verlag Berlin Heidelberg 2001 Comput

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Wolfgang Henhapl,Cliff B. Jonesechnique in the construction of Chinese chess endgame databases. Although the two types of chess have the same number of pieces, similar individual characteristics for pieces, and comparable scales of the size of the boards, the fundamental differences in their playing rules lead to different constr
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https://doi.org/10.1007/978-1-349-26949-5ules of the game. Early on it was recognized that the key would be to adequately represent the relationships between the pieces and to evaluate the strengths or weaknesses of such relationships. As such, representations have developed, including a graph-based model. In this paper we extend the work
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L. Henderson,I. Putt,D. Ainge,G. Coombs investigates how temporal difference learning and genetic algorithms can be used to improve various decisions made during game-tree search. The existent TD algorithms are not directly suitable for learning search decisions. Therefore we propose a modified update rule that uses the TD error of the e
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The University for Industry Pilot Projectayer being assigned a distinct color and choosing one so far uncolored edge per move. In avoidance games, completing a monochromatic subgraph isomorphic to another graph . leads to immediate defeat or is forbidden and the first player that cannot move loses. In the avoidance+ variant, both players a
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https://doi.org/10.1007/978-0-387-35352-4onsists of transplanting a virus from some u into a selected neighborhood . of ., while devouring every virus in ., and replicating in ., i.e., placing a virus on all vertices of . where there wasn’t any virus. The player first killing all the virus wins, and the opponent loses. If there is no last
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