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Computers and Games

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Cover of 'Computers and Games'

Table of Contents

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    Book Overview
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    Chapter 1 A Least-Certainty Heuristic for Selective Search
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    Chapter 2 Lambda-Search in Game Trees — with Application to Go
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    Chapter 3 Abstract Proof Search
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    Chapter 4 Solving Kriegspiel-Like Problems: Examining Efficient Search Methods
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    Chapter 5 Strategies for the Automatic Construction of Opening Books
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    Chapter 6 Awari Retrograde Analysis
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    Chapter 7 Construction of Chinese Chess Endgame Databases by Retrograde Analysis
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    Chapter 8 Learning from Perfection
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    Chapter 9 Chess Neighborhoods, Function Combination, and Reinforcement Learning
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    Chapter 10 Learning a Go Heuristic with Tilde
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    Chapter 11 Learning Time Allocation Using Neural Networks
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    Chapter 12 The Complexity of Graph Ramsey Games
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    Chapter 13 Virus Versus Mankind
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    Chapter 14 Creating Difficult Instances of the Post Correspondence Problem
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    Chapter 15 Integer Programming Based Algorithms for Peg Solitaire Problems
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    Chapter 16 Computers and Games
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    Chapter 17 Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphs
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    Chapter 18 New Self-Play Results in Computer Chess
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    Chapter 19 SUPER-SOMA — Solving Tactical Exchanges in Shogi without Tree Searching
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    Chapter 20 A Shogi Processor with a Field Programmable Gate Array
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    Chapter 21 Plausible Move Generation Using Move Merit Analysis with Cut-Off Thresholds in Shogi
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    Chapter 22 Abstraction Methods for Game Theoretic Poker
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    Chapter 23 Reasoning by Agents in Computer Bridge Bidding
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    Chapter 24 Linguistic Geometry for Solving War Games
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    Chapter 25 Physics and Ecology of Rock-Paper-Scissors Game
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    Chapter 26 Review: Computer Language Games
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    Chapter 27 Review: Computer Go 1984–2000
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    Chapter 28 Review: Intelligent Agents for Computer Games
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    Chapter 29 Review: RoboCup through 2000
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    Chapter 30 Review: Computer Shogi through 2000
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