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Computers and Games

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Cover of 'Computers and Games'

Table of Contents

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    Book Overview
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    Chapter 1 Dependency-Based Search for Connect6
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    Chapter 2 On Semeai Detection in Monte-Carlo Go
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    Chapter 3 Efficiency of Static Knowledge Bias in Monte-Carlo Tree Search
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    Chapter 4 Investigating the Limits of Monte-Carlo Tree Search Methods in Computer Go
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    Chapter 5 Programming Breakthrough
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    Chapter 6 MoHex 2.0: A Pattern-Based MCTS Hex Player
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    Chapter 7 Analyzing Simulations in Monte-Carlo Tree Search for the Game of Go
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    Chapter 8 Anomalies of Pure Monte-Carlo Search in Monte-Carlo Perfect Games
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    Chapter 9 Developments on Product Propagation
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    Chapter 10 Solution Techniques for Quantified Linear Programs and the Links to Gaming
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    Chapter 11 Improving Best-Reply Search
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    Chapter 12 Scalable Parallel DFPN Search
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    Chapter 13 A Quantitative Study of $$2 \times 4$$ 2 × 4 Chinese Dark Chess
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    Chapter 14 Cylinder-Infinite-Connect-Four Except for Widths 2, 6, and 11 Is Solved: Draw
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    Chapter 15 Havannah and TwixT are PSPACE-complete
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    Chapter 16 Computers and Games
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    Chapter 17 Further Investigations of 3-Member Simple Majority Voting for Chess
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    Chapter 18 Comparison Training of Shogi Evaluation Functions with Self-Generated Training Positions and Moves
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    Chapter 19 Automatic Generation of Opening Books for Dark Chess
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    Chapter 20 Optimal, Approximately Optimal, and Fair Play of the Fowl Play Card Game
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    Chapter 21 Resource Entity Action: A Generalized Design Pattern for RTS Games
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Title
Computers and Games
Published by
Springer, Cham, January 2013
DOI 10.1007/978-3-319-09165-5
ISBNs
978-3-31-909164-8, 978-3-31-909165-5
Editors

H. Jaap van den Herik, Hiroyuki Iida, Aske Plaat