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Titlebook: Knowledge-Free and Learning-Based Methods in Intelligent Game Playing; Jacek Mańdziuk Book 2010 Springer-Verlag Berlin Heidelberg 2010 art

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xplanation on which it relies, which are also rejected. It is not necessary to accept the more extreme claims about preservation of reference throughout scientific change in order to rebut antirealism, and Putnam’s thesis of the preservation of the extension of “water”, the idea that Dalton’s atoms
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Jacek MańdziukGrundlage entsprechender Ergebnisse zu wirkungsvollen Präventionsansätzen für die Schule zu gelangen. Auch hierzu liegen — neben älteren Studien (vgl. z.B. Fend 1977) — neuere Erkenntnisse aus empirischen Untersuchungen vor — allerdings in weitaus geringerem Umfang als es die Vielzahl der Studien, d
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Introductionseveral authors, including Edgar Allan Poe [256], the famous American novelist. Although . had apparently nothing in common with AI, the automaton is an evident illustration of humans’ perennial aspiration for creating intelligent machines able to defeat the strongest human players in popular mind g
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Foundations of AI and CI in Games. Claude Shannon’s Postulatestively to AI methods and AI playing systems. The reader interested in systematic and exhaustive presentation of AI developments in particular games may be willing to consult overview papers, e.g. [120, 303] for chess or [40, 237] for Go.
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State of the Artd to chess, mentioning the famous Deep Blue machine and the latest accomplishment - Rybka. The next chapter introduces Chinook, the World Man- Machine Champion in checkers. Chapter 4.3 describes Logistello, program which won the Othello World Champion title in 1997. Chapter 4.4 mentions the two most
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Multi-game Playingto a certain class of games, usually two-player, perfect-information, zero-sum, deterministic ones..The majority of approaches developed in this area rely on symbolic, logical game representations, rooted in the mainstream of traditional AI. Relatively fewer examples can be found within the CI-relat
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