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Computers and Games

Overview of attention for book
Cover of 'Computers and Games'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Distinguishing Gamblers from Investors at the Blackjack Table
  3. Altmetric Badge
    Chapter 2 MOUSE ( μ ): A Self-teaching Algorithm that Achieved Master-Strength at Othello
  4. Altmetric Badge
    Chapter 3 Investigation of an Adaptive Cribbage Player
  5. Altmetric Badge
    Chapter 4 Learning a Game Strategy Using Pattern-Weights and Self-play
  6. Altmetric Badge
    Chapter 5 PDS-PN: A New Proof-Number Search Algorithm
  7. Altmetric Badge
    Chapter 6 A Generalized Threats Search Algorithm
  8. Altmetric Badge
    Chapter 7 Proof-Set Search
  9. Altmetric Badge
    Chapter 8 A Comparison of Algorithms for Multi-player Games
  10. Altmetric Badge
    Chapter 9 Selective Search in an Amazons Program
  11. Altmetric Badge
    Chapter 10 Playing Games with Multiple Choice Systems
  12. Altmetric Badge
    Chapter 11 The Neural MoveMap Heuristic in Chess
  13. Altmetric Badge
    Chapter 12 Board Maps and Hill-Climbing for Opening and Middle Game Play in Shogi
  14. Altmetric Badge
    Chapter 13 Solitaire Clobber
  15. Altmetric Badge
    Chapter 14 Complexity of Error-Correcting Codes Derived from Combinatorial Games
  16. Altmetric Badge
    Chapter 15 Analysis of Composite Corridors
  17. Altmetric Badge
    Chapter 16 New Winning and Losing Positions for 7×7 Hex
  18. Altmetric Badge
    Chapter 17 Position-Value Representation in Opening Books
  19. Altmetric Badge
    Chapter 18 Indefinite Sequence of Moves in Chinese Chess Endgames
  20. Altmetric Badge
    Chapter 19 ORTS: A Hack-Free RTS Game Environment
  21. Altmetric Badge
    Chapter 20 Causal Normalization: A Methodology for Coherent Story Logic Design in Computer Role-Playing Games
  22. Altmetric Badge
    Chapter 21 A Structure for Modern Computer Narratives
  23. Altmetric Badge
    Chapter 22 Tackling Post’s Correspondence Problem
  24. Altmetric Badge
    Chapter 23 Perimeter Search Performance
  25. Altmetric Badge
    Chapter 24 Using Abstraction for Planning in Sokoban
  26. Altmetric Badge
    Chapter 25 A Small Go Board Study of Metric and Dimensional Evaluation Functions
  27. Altmetric Badge
    Chapter 26 Local Move Prediction in Go
  28. Altmetric Badge
    Chapter 27 Evaluating Kos in a Neutral Threat Environment: Preliminary Results
Attention for Chapter 12: Board Maps and Hill-Climbing for Opening and Middle Game Play in Shogi
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (89th percentile)
  • Good Attention Score compared to outputs of the same age and source (72nd percentile)

Mentioned by

twitter
5 X users
wikipedia
5 Wikipedia pages

Citations

dimensions_citation
13 Dimensions

Readers on

mendeley
4 Mendeley
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Chapter title
Board Maps and Hill-Climbing for Opening and Middle Game Play in Shogi
Chapter number 12
Book title
Computers and Games
Published in
Lecture notes in computer science, January 2003
DOI 10.1007/978-3-540-40031-8_12
Book ISBNs
978-3-54-020545-6, 978-3-54-040031-8
Authors

Reijer Grimbergen, Jeff Rollason

X Demographics

X Demographics

The data shown below were collected from the profiles of 5 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 4 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 4 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 2 50%
Researcher 1 25%
Student > Ph. D. Student 1 25%
Readers by discipline Count As %
Computer Science 2 50%
Psychology 1 25%
Medicine and Dentistry 1 25%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 7. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 28 March 2023.
All research outputs
#4,642,817
of 23,485,296 outputs
Outputs from Lecture notes in computer science
#1,469
of 8,129 outputs
Outputs of similar age
#14,249
of 131,110 outputs
Outputs of similar age from Lecture notes in computer science
#25
of 92 outputs
Altmetric has tracked 23,485,296 research outputs across all sources so far. Compared to these this one has done well and is in the 80th percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 8,129 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 5.1. This one has done well, scoring higher than 81% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 131,110 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 89% of its contemporaries.
We're also able to compare this research output to 92 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 72% of its contemporaries.