224 results on '"Mark H. M. Winands"'
Search Results
102. Game-Tree Search Using Proof Numbers: The First Twenty Years.
103. Single-player Monte-Carlo tree search for SameGame.
104. Best Reply Search for Multiplayer Games.
105. Monte Carlo Tree Search in Lines of Action.
106. Solving Go for Rectangular Boards.
107. Cross-Entropy for Monte-Carlo Tree Search.
108. 6×6 LOA is Solved.
109. Learning to predict life and death from Go game records.
110. Enhanced forward pruning.
111. An effective two-level proof-number search algorithm.
112. The Quad Heuristic in Lines of Action.
113. Comparing Randomization Strategies for Search-Control Parameters in Monte-Carlo Tree Search
114. Learning in Lines of Action.
115. ECAI Computer Games Workshop 2014.
116. The 2016 Two-Player GVGAI Competition
117. Advances in Computer Games 2017
118. LOA Wins Lines of Action Tournament.
119. Computer Games Workshop at IJCAI 2013.
120. Computer Games Workshop at ECAI 2012.
121. Preface for the special issue on Games and AI.
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
124. Monte-Carlo Tree Search.
125. Fanorona is a Draw.
126. Implementing Propositional Networks on FPGA
127. SIA Wins Surakarta Tournament.
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
136. Advances in Computer Games - 15th International Conferences, ACG 2017, Leiden, The Netherlands, July 3-5, 2017, Revised Selected Papers
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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