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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 A Least-Certainty Heuristic for Selective Search
  3. Altmetric Badge
    Chapter 2 Lambda-Search in Game Trees — with Application to Go
  4. Altmetric Badge
    Chapter 3 Abstract Proof Search
  5. Altmetric Badge
    Chapter 4 Solving Kriegspiel-Like Problems: Examining Efficient Search Methods
  6. Altmetric Badge
    Chapter 5 Strategies for the Automatic Construction of Opening Books
  7. Altmetric Badge
    Chapter 6 Awari Retrograde Analysis
  8. Altmetric Badge
    Chapter 7 Construction of Chinese Chess Endgame Databases by Retrograde Analysis
  9. Altmetric Badge
    Chapter 8 Learning from Perfection
  10. Altmetric Badge
    Chapter 9 Chess Neighborhoods, Function Combination, and Reinforcement Learning
  11. Altmetric Badge
    Chapter 10 Learning a Go Heuristic with Tilde
  12. Altmetric Badge
    Chapter 11 Learning Time Allocation Using Neural Networks
  13. Altmetric Badge
    Chapter 12 The Complexity of Graph Ramsey Games
  14. Altmetric Badge
    Chapter 13 Virus Versus Mankind
  15. Altmetric Badge
    Chapter 14 Creating Difficult Instances of the Post Correspondence Problem
  16. Altmetric Badge
    Chapter 15 Integer Programming Based Algorithms for Peg Solitaire Problems
  17. Altmetric Badge
    Chapter 16 Computers and Games
  18. Altmetric Badge
    Chapter 17 Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphs
  19. Altmetric Badge
    Chapter 18 New Self-Play Results in Computer Chess
  20. Altmetric Badge
    Chapter 19 SUPER-SOMA — Solving Tactical Exchanges in Shogi without Tree Searching
  21. Altmetric Badge
    Chapter 20 A Shogi Processor with a Field Programmable Gate Array
  22. Altmetric Badge
    Chapter 21 Plausible Move Generation Using Move Merit Analysis with Cut-Off Thresholds in Shogi
  23. Altmetric Badge
    Chapter 22 Abstraction Methods for Game Theoretic Poker
  24. Altmetric Badge
    Chapter 23 Reasoning by Agents in Computer Bridge Bidding
  25. Altmetric Badge
    Chapter 24 Linguistic Geometry for Solving War Games
  26. Altmetric Badge
    Chapter 25 Physics and Ecology of Rock-Paper-Scissors Game
  27. Altmetric Badge
    Chapter 26 Review: Computer Language Games
  28. Altmetric Badge
    Chapter 27 Review: Computer Go 1984–2000
  29. Altmetric Badge
    Chapter 28 Review: Intelligent Agents for Computer Games
  30. Altmetric Badge
    Chapter 29 Review: RoboCup through 2000
  31. Altmetric Badge
    Chapter 30 Review: Computer Shogi through 2000
Attention for Chapter 16: Computers and Games
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About this Attention Score

  • Average Attention Score compared to outputs of the same age and source

Mentioned by

wikipedia
3 Wikipedia pages

Citations

dimensions_citation
3 Dimensions

Readers on

mendeley
8 Mendeley
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Chapter title
Computers and Games
Chapter number 16
Book title
Computers and Games
Published in
Lecture notes in computer science, October 2000
DOI 10.1007/3-540-45579-5_16
Book ISBNs
978-3-54-043080-3, 978-3-54-045579-0
Authors

Marcel Crâşmaru, John Tromp, Crâşmaru, Marcel, Tromp, John

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 8 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Chile 1 13%
United States 1 13%
Sweden 1 13%
Unknown 5 63%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 3 38%
Lecturer 1 13%
Student > Bachelor 1 13%
Student > Master 1 13%
Researcher 1 13%
Other 1 13%
Readers by discipline Count As %
Computer Science 6 75%
Environmental Science 1 13%
Social Sciences 1 13%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 3. 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 03 April 2021.
All research outputs
#7,485,894
of 22,880,230 outputs
Outputs from Lecture notes in computer science
#2,487
of 8,130 outputs
Outputs of similar age
#12,810
of 39,416 outputs
Outputs of similar age from Lecture notes in computer science
#3
of 10 outputs
Altmetric has tracked 22,880,230 research outputs across all sources so far. This one is in the 44th percentile – i.e., 44% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,130 research outputs from this source. They receive a mean Attention Score of 5.0. This one has gotten more attention than average, scoring higher than 54% 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 39,416 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 10th percentile – i.e., 10% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 10 others from the same source and published within six weeks on either side of this one. This one has scored higher than 7 of them.