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Conferences in DBLP

Computers and Games (cg)
2000 (conf/cg/2000)

  1. Paul E. Utgoff, Richard P. Cochran
    A Least-Certainty Heuristic for Selective Search. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:1-18 [Conf]
  2. Thomas Thomsen
    Lambda-Search in Game Trees - with Application to Go. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:19-38 [Conf]
  3. Tristan Cazenave
    Abstract Proof Search. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:39-54 [Conf]
  4. Makoto Sakuta, Hiroyuki Iida
    Solving Kriegspiel-Like Problems: Examining Efficient Search Methods. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:55-73 [Conf]
  5. Thomas R. Lincke
    Strategies for the Automatic Construction of Opening Books. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:74-86 [Conf]
  6. Roel van der Goot
    Awari Retrograde Analysis. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:87-95 [Conf]
  7. Haw-ren Fang, Tsan-sheng Hsu, Shun-chin Hsu
    Construction of Chinese Chess Endgame Databases by Retrograde Analysis. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:96-114 [Conf]
  8. Jack van Rijswijck
    Learning from Perfection. A Data Mining Approach to Evaluation Function Learning in Awari. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:115-132 [Conf]
  9. Robert Levinson, Ryan Weber
    Chess Neighborhoods, Function Combination, and Reinforcement Learning. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:133-150 [Conf]
  10. Jan Ramon, Tom Francis, Hendrik Blockeel
    Learning a Go Heuristic with TILDE. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:151-169 [Conf]
  11. Levente Kocsis, Jos W. H. M. Uiterwijk, H. Jaap van den Herik
    Learning Time Allocation Using Neural Networks. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:170-185 [Conf]
  12. Wolfgang Slany
    The Complexity of Graph Ramsey Games. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:186-203 [Conf]
  13. Aviezri S. Fraenkel
    Virus Versus Mankind. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:204-213 [Conf]
  14. Richard J. Lorentz
    Creating Difficult Instances of the Post Correspondence Problem. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:214-228 [Conf]
  15. Masashi Kiyomi, Tomomi Matsui
    Integer Programming Based Algorithms for Peg Solitaire Problems. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:229-240 [Conf]
  16. Marcel Crâsmaru, John Tromp
    Ladders Are PSPACE-Complete. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:241-249 [Conf]
  17. Michael Buro
    Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphs. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:250-261 [Conf]
  18. Ernst A. Heinz
    New Self-Play Results in Computer Chess. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:262-276 [Conf]
  19. Jeff Rollason
    SUPER-SOMA - Solving Tactical Exchanges in Shogi without Tree Searching. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:277-296 [Conf]
  20. Youhei Hori, Minenobu Seki, Reijer Grimbergen, Tsutomu Maruyama, Tsutomu Hoshino
    A Shogi Processor with a Field Programmable Gate Array. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:297-314 [Conf]
  21. Reijer Grimbergen
    Plausible Move Generation Using Move Merit Analysis with Cut-Off Thresholds in Shogi. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:315-332 [Conf]
  22. Jiefu Shi, Michael L. Littman
    Abstraction Methods for Game Theoretic Poker. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:333-345 [Conf]
  23. Takahisa Ando, Takao Uehara
    Reasoning by Agents in Computer Bridge Bidding. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:346-364 [Conf]
  24. Boris Stilman
    Linguistic Geometry for Solving War Games. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:365-383 [Conf]
  25. Kei-ichi Tainaka
    Physics and Ecology of Rock-Paper-Scissors Game. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:384-395 [Conf]
  26. Michael L. Littman
    Review: Computer Language Games. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:396-404 [Conf]
  27. Martin Müller 0003
    Review: Computer Go 1984-2000. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:405-413 [Conf]
  28. Alexander Nareyek
    Review: Intelligent Agents for Computer Games. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:414-422 [Conf]
  29. Itsuki Noda, Ian Frank
    Review: RoboCup through 2000. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:423-432 [Conf]
  30. Takenobu Takizawa, Reijer Grimbergen
    Review: Computer Shogi through 2000. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:433-442 [Conf]
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