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zadetkov: 185
41.
  • Computer chess move-orderin... Computer chess move-ordering schemes using move influence
    Greer, Kieran Artificial intelligence, 07/2000, Letnik: 120, Številka: 2
    Journal Article
    Recenzirano
    Odprti dostop

    The chessmaps heuristic is a pattern-oriented approach to ordering moves for the game of chess. It uses a neural network to learn a relation between the control of the squares and the influence of a ...
Celotno besedilo
Dostopno za: GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP

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42.
  • A Bayesian approach to rele... A Bayesian approach to relevance in game playing
    Baum, Eric B.; Smith, Warren D. Artificial intelligence, 12/1997, Letnik: 97, Številka: 1
    Journal Article
    Recenzirano
    Odprti dostop

    The point of game tree search is to insulate oneself from errors in the evaluation function. The standard approach is to grow a full width tree as deep as time allows, and then value the tree as if ...
Celotno besedilo
Dostopno za: GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP

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43.
  • Realization of the chess ma... Realization of the chess mate solver application
    Vuckovic, Vladan Yugoslav Journal of Operations Research, 2004, Letnik: 14, Številka: 2
    Journal Article
    Recenzirano
    Odprti dostop

    This paper presents details of the chess mate solver application, which is a part of the author?s Geniss general chess application. The problem chess is an important domain connected with solving of ...
Celotno besedilo
Dostopno za: NUK, UL, UM, UPUK

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44.
  • Analyze and Guess Type of P... Analyze and Guess Type of Piece in the Computer Game Intelligent System
    Xia, Z. Y.; Hu, Y. A.; Wang, J. ... Fuzzy Systems and Knowledge Discovery
    Book Chapter
    Recenzirano

    Siguo game is an interesting test-bed for artificial intelligent research. It is a game of imperfect information, where completing players must deal with possible knowledge, risk assessment, and ...
Celotno besedilo
45.
  • Analysis of Performance of ... Analysis of Performance of Consultation Methods in Computer Chess
    Hoki, Kunihito; Omori, Seiya; Ito, Takeshi Journal of Information Science and Engineering, 05/2014, Letnik: 30, Številka: 3
    Journal Article

    The performance of consultation methods, i.e., majority voting, the optimistic selection rule, and the pseudo-random number (PRN) ensemble method, are examined in computer chess using 2180 chess ...
Celotno besedilo
Dostopno za: NUK, UL, UM, UPUK
46.
  • Candidate Moves Method impl... Candidate Moves Method implementation in MiniMax search procedure of the Achilles chess engine
    Vuckovic, Vladan 2015 12th International Conference on Telecommunication in Modern Satellite, Cable and Broadcasting Services (TELSIKS), 10/2015
    Conference Proceeding

    This paper presents the Candidate Moves Method for parallelization of the MiniMax search procedure. As the framework for this new method the basic MiniMax procedure is defined. The original ...
Celotno besedilo
Dostopno za: IJS, NUK, UL, UM
47.
  • Humanity 2, Computers 0 Humanity 2, Computers 0
    Waldrop, M. Mitchell Science (American Association for the Advancement of Science), 11/1989, Letnik: 246, Številka: 4930
    Journal Article
    Recenzirano
Celotno besedilo
Dostopno za: BFBNIB, NMLJ, NUK, PNG, SAZU, UL, UM, UPUK
48.
  • A case study on logging visual activities: Chess game
    Ozan, Şükrü. Gümüştekin, Şevket
    Dissertation
    Odprti dostop

    Thesis (Master)--İzmir Institute of Technology, İzmir, 2005. Keywords: Chess, logging visual activities. Includes bibliographical references (leaves. 46-47).
Celotno besedilo
49.
Celotno besedilo
Dostopno za: CEKLJ, NUK
50.
  • B ∗ probability based search B ∗ probability based search
    Berliner, Hans J.; McConnell, Chris Artificial intelligence, 09/1996, Letnik: 86, Številka: 1
    Journal Article
    Recenzirano
    Odprti dostop

    We describe a search algorithm for two-player games that relies on selectivity rather than brute-force to achieve success. The key ideas behind the algorithm are: 1. (1) stopping when one alternative ...
Celotno besedilo
Dostopno za: GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP
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zadetkov: 185

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