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Computers and Games

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Table of Contents

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    Book Overview
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    Chapter 1 Relevance Cuts: Localizing the Search
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    Chapter 2 Multi-cut Pruning in Alpha-Beta Search
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    Chapter 3 A Solution to the GHI Problem for Best-First Search
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    Chapter 4 Optimal Play against Best Defence: Complexity and Heuristics
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    Chapter 5 A Speculative Strategy
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    Chapter 6 An Adversarial Planning Approach to Go
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    Chapter 7 First Results from Using Temporal Difference Learning in Shogi
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    Chapter 8 From Simple Features to Sophisticated Evaluation Functions
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    Chapter 9 A Two-Step Model of Pattern Acquisition: Application to Tsume-Go
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    Chapter 10 A Neural Network Program of Tsume-Go
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    Chapter 11 Distributed Decision Making in Checkers
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    Chapter 12 Game Tree Algorithms and Solution Trees
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    Chapter 13 A New Heap Game
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    Chapter 14 Infinite Cyclic Impartial Games
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    Chapter 15 On the Complexity of Tsume-Go
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    Chapter 16 Extended Thermography for Multiple Kos in Go
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    Chapter 17 Computer Go: A Research Agenda
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    Chapter 18 Estimating the Possible Omission Number for Groups in Go by the Number of n -th Dame
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    Chapter 19 Relations between Skill and the Use of Terms
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    Chapter 20 A Survey of Tsume-Shogi Programs Using Variable-Depth Search
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    Chapter 21 Retrograde Analysis of the KGK Endgame in Shogi: Its Implications for Ancient Heian Shogi
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