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53. A Speculative Strategy

57. Automated Adaptation and Assessment in Serious Games: A Portable Tool for Supporting Learning

58. Set Matching: An Enhancement of the Hales-Jewett Pairing Strategy

61. Computer chess: From idea to DeepMind1.

62. Computer chess: From idea to DeepMind1.

63. Enhancements for Multi-Player Monte-Carlo Tree Search

64. Evaluation-Function Based Proof-Number Search

66. Evaluation Function Based Monte-Carlo LOA

67. Automated Discovery of Search-Extension Features

69. Single-player Monte-Carlo tree search

70. Grouping Nodes for Monte-Carlo Tree Search

72. Avoiding literature overload in the medical domain

78. FANORONA IS A DRAW

81. Gender and Cultural Differences (If Any!): South African School Children and Computer Games.

82. Optimization of a Billiard Player - Tactical Play.

83. Monte-Carlo Methods in Pool Strategy Game Trees.

84. Cheat-Proof Serverless Network Games.

85. On the Symbolic Computation of the Hardest Configurations of the RUSH HOUR Game.

86. Comparative Study of Approximate Strategies for Playing Sum Games Based on Subgame Types.

87. Computing Proper Equilibria of Zero-Sum Games.

88. LUMINES Strategies.

89. Counting the Number of Three-Player Partizan Cold Games.

90. Search Versus Knowledge Revisited Again.

91. Improving Depth-First PN-Search: 1 + ε Trick.

92. A Retrograde Approximation Algorithm for One-Player Can't Stop.

93. A Skat Player Based on Monte-Carlo Simulation.

94. Feature Construction for Reinforcement Learning in Hearts.

95. Automatic Strategy Verification for Hex.

96. Abstracting Knowledge from Annotated Chinese-Chess Game Records.

97. Combinatorics of Go.

98. Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search.

99. Virtual Global Search: Application to 9×9 Go.

100. An Open Boundary Safety-of-Territory Solver for the Game of Go.

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