Artificial Intelligence for Games
Autor: | Bruno Bouzy, Vincent Corruble, Tristan Cazenave, Olivier Teytaud |
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Přispěvatelé: | Laboratoire d'Informatique Paris Descartes (LIPADE (URP_2517)), Université de Paris (UP), Laboratoire d'analyse et modélisation de systèmes pour l'aide à la décision (LAMSADE), Université Paris Dauphine-PSL, Université Paris sciences et lettres (PSL)-Université Paris sciences et lettres (PSL)-Centre National de la Recherche Scientifique (CNRS), Systèmes Multi-Agents (SMA), LIP6, Sorbonne Université (SU)-Centre National de la Recherche Scientifique (CNRS)-Sorbonne Université (SU)-Centre National de la Recherche Scientifique (CNRS), Facebook AI Research [Paris] (FAIR), Facebook |
Jazyk: | angličtina |
Rok vydání: | 2020 |
Předmět: |
010201 computation theory & mathematics
Computer science business.industry Monte Carlo tree search 0202 electrical engineering electronic engineering information engineering ComputingMilieux_PERSONALCOMPUTING 020201 artificial intelligence & image processing [INFO]Computer Science [cs] 0102 computer and information sciences 02 engineering and technology Artificial intelligence business 01 natural sciences |
Zdroj: | A Guided Tour of Artificial Intelligence Research : Volume II: AI Algorithms A Guided Tour of Artificial Intelligence Research : Volume II: AI Algorithms, Springer, pp.313-337, 2020, ⟨10.1007/978-3-030-06167-8_11⟩ A Guided Tour of Artificial Intelligence Research ISBN: 9783030061661 |
DOI: | 10.1007/978-3-030-06167-8_11⟩ |
Popis: | International audience; This chapter presents the classical alpha-beta algorithm and several variants, Monte Carlo Tree Search which is at the origin of recent progresses in many games, techniques used in video games and puzzles, and retrograde analysis which performs perfect play in endgames. |
Databáze: | OpenAIRE |
Externí odkaz: |