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Reijer Grimbergen: [Publications] [Author Rank by year] [Co-authors] [Prefers] [Cites] [Cited by]

Publications of Author

  1. Yoshinori Higashiuchi, Reijer Grimbergen
    Enhancing Search Efficiency by Using Move Categorization Based on Game Progress in Amazons. [Citation Graph (0, 0)][DBLP]
    ACG, 2006, pp:73-87 [Conf]
  2. Takeshi Ito, Hitoshi Matsubara, Reijer Grimbergen
    Chunking in Shogi: New Findings. [Citation Graph (0, 0)][DBLP]
    ACG, 2006, pp:140-154 [Conf]
  3. Takenobu Takizawa, Reijer Grimbergen
    Review: Computer Shogi through 2000. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2000, pp:433-442 [Conf]
  4. 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]
  5. Reijer Grimbergen
    A Survey of Tsume-Shogi Programs Using Variable-Depth Search. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 1998, pp:300-317 [Conf]
  6. Reijer Grimbergen, Jeff Rollason
    Board Maps and Hill-Climbing for Opening and Middle Game Play in Shogi. [Citation Graph (0, 0)][DBLP]
    Computers and Games, 2002, pp:171-187 [Conf]
  7. 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]
  8. Reijer Grimbergen
    Threat stacks to guide pruning and search extensions in shogi. [Citation Graph (0, 0)][DBLP]
    IWEC, 2002, pp:73-80 [Conf]
  9. Steven Walczak, Reijer Grimbergen
    Pattern Analysis and Analogy in Shogi: Predicting Shogi Moves from Prior Experience. [Citation Graph (0, 0)][DBLP]
    Knowl. Inf. Syst., 2000, v:2, n:2, pp:185-200 [Journal]

  10. Cognitive Modeling of Knowledge-Guided Information Acquisition in Games. [Citation Graph (, )][DBLP]


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