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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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Learning Time Allocation Using Neural Networks 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 Complexity of Graph Ramsey Gamesayer 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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Virus Versus Mankindonsists 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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Integer Programming Based Algorithms for Peg Solitaire Problemshe trade name of Hi-Q..In this paper, we dealt with the peg solitaire problem as an integer programming problem. We proposed algorithms based on the backtrack search method and relaxation methods for integer programming problem..The algorithms first solve relaxed problems and get an upper bound of t
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Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphsiders the computational complexity of Amazons puzzles and restricted Amazons endgames. We first prove the NP-completeness of the Hamilton circuit problem for cubic subgraphs of the integer grid. This result is then used to showthat solving Amazons puzzles is an NP-complete task and determining the w
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New Self-Play Results in Computer Chess9 plies and thousands of games for every single match. Overall, we executed 24,000 self-play games (3,000 per match) in one “calibration” match and seven “depth X+1⇔X” handicap matches at fixed iteration depths ranging from 5–12 plies. For the experiment to be realistic and independently repeatable,
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