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113. Comparing Randomization Strategies for Search-Control Parameters in Monte-Carlo Tree Search

114. Learning in Lines of Action.

116. The 2016 Two-Player GVGAI Competition

117. Advances in Computer Games 2017

122. Monte Carlo Search : First Workshop, MCS 2020, Held in Conjunction with IJCAI 2020, Virtual Event, January 7, 2021, Proceedings

123. Optimising Level Generators for General Video Game AI

125. Fanorona is a Draw.

126. Implementing Propositional Networks on FPGA

128. Time Management for Monte Carlo Tree Search

129. Algorithms for computing strategies in two-player simultaneous move games

130. Analysis of Self-Adaptive Monte Carlo Tree Search in General Video Game Playing

131. CIG 2018 Preface

132. MCTS-Minimax Hybrids with State Evaluations

133. Computer Games

134. Special Issue on Computer Aided Game and Puzzle Design

135. Guest Editorial: Physics-Based Simulation Games

137. Computer Games: 5th Workshop on Computer Games, CGW 2016, and 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, New York, USA, July 9-10, 2016, Revised selected papers

138. Optimizing Propositional Networks

139. Search Policies in Multi-Player Games1

140. Monte Carlo Tree Search for the Hide-and-Seek Game Scotland Yard

141. Enhancements for Real-Time Monte-Carlo Tree Search in General Video Game Playing

142. The Surakarta Bot Revealed

143. Sequential halving for partially observable games

144. Computer Games

145. N-Grams and the Last-Good-Reply Policy Applied in General Game Playing

146. IJCAI Computer Games Workshop 2015

147. Monte Carlo Tree Search in Lines of Action

148. ENHANCED REALIZATION PROBABILITY SEARCH

149. Best Play in Fanorona Leads to Draw

150. Cross-Entropy for Monte-Carlo Tree Search

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