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1. AN EFFICIENT APPROACH FOR THE IMPLEMENTATION OF THE GOBANG GAME USING ARTIFICIAL INTELLIGENCE METHODS.

2. TikTok: CHINA STARTS THE CLOCK.

3. Breakthrough invention and problem complexity: Evidence from a quasi‐experiment.

4. Can AI ever be truly creative?

5. The Game of Go

6. Augmented Reality Games I : Understanding the Pokémon GO Phenomenon

7. The Augmented Reality of Pokémon Go : Chronotopes, Moral Panic, and Other Complexities

8. Let´s Play Pokémon Go : Dein Praxis-Guide. Vom Einsteiger zum Pokémon-Meister

9. Two Faces of Socialist Weiqi, 1956-1966

10. Beginning Go : Making the Winning Move

11. The Grand Challenge of Computer Go: Monte Carlo Tree Search and Extensions.

12. A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play.

13. 2017 "CITIC Securities Cup" – The 1st World AI Go Open.

14. Playing the Surprise Move.

15. Where in the Globalized Economy Is Carmen Sandiego? The downfall of Broderbund Software and its 'edutainment' star.

16. Winning Go : Successful Moves From the Opening to the Endgame

17. Go Fundamentals : Everything You Need to Know to Play and Win Asian's Most Popular Game of Martial Strategy

18. Design of a Block Go program using deep learning and Monte Carlo tree search.

19. ¿Por qué dos tigres no deben pelear a muerte? Una introducción al juego del go.

20. Higher extrinsic and lower intrinsic connectivity in resting state networks for professional Baduk (Go) players.

21. 7 AI BEATS THE BEST AT BIG BATTLE GAMES.

23. Improved simulation adjusting.

24. A History of Go-playing Programs.

25. Seki with 2 Liberties per Chain in the Game of Go.

26. Self-Transformation in Go Games: An Autoethnographic Study of a Serious Leisure Pursuit.

27. A New Benchmark for Artificial Intelligence.

28. Quantum game of Go could baffle even an AI.

29. PEEK INTO THE FUTURE: A BREAKDOWN OF THE VARIOUS IMPLICATIONS OF ALPHAGO'S SUCCESS OVER THE TRADITIONAL BOARD GAME, GO.

30. A CLASSIFICATION OF SEMEAI WITH APPROACH MOVES.

31. Moving for Pokémon : Physical Activity Through Digital Gameplay - Case: Pokemón GO

32. Fun in Go: The Timely Delivery of a Monkey Jump and its Lingering Relevance to Science Studies.

33. T2FS-Based Adaptive Linguistic Assessment System for Semantic Analysis and Human Performance Evaluation on Game of Go.

34. THE CODECENTRIC GO CHALLENGE 2014: FRANZ-JOSEF DICKHUT VS. CRAZY STONE.

35. The Way of Go : 8 Ancient Strategy Secrets for Success in Business and Life

36. AI's Unspoken Problem.

37. HUMAN VS. MACHINE IN THE GAME OF GO.

38. TAAI 2013 COMPUTER GAME TOURNAMENTS.

39. From Amateur to Professional: A Neuro-cognitive Model of Categories and Expert Development.

40. Outsmarted?

41. The Solution to AI, What Real Researchers Do, and Expectations for CS Classrooms.

42. Anything you can do...

43. Playing games with history.

44. Dramaturgies of Exile: Brecht and Benjamin ‘Playing’ Chess and Go.

45. Probability of Potential Model Pruning in Monte-Carlo Go.

46. On mathematical games.

47. The aggregate complexity of decisions in the game of Go.

49. Do Androids Dream of Quality?

50. DRUG POLICY AND KO.

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