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Artificial Intelligence for Games

Bouzy, Bruno; Cazenave, Tristan; Corruble, Vincent; Teytaud, Olivier (2020), Artificial Intelligence for Games, in Marquis, Pierre; Papini, Odile; Prade, Henri, A Guided Tour of Artificial Intelligence Research Volume II: AI Algorithms, Springer, p. 313-337. 10.1007/978-3-030-06167-8_11

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Artificial_bouzy.pdf (238.5Kb)
Type
Chapitre d'ouvrage
Date
2020
Book title
A Guided Tour of Artificial Intelligence Research Volume II: AI Algorithms
Book author
Marquis, Pierre; Papini, Odile; Prade, Henri
Publisher
Springer
ISBN
978-3-030-06167-8
Number of pages
484
Pages
313-337
Publication identifier
10.1007/978-3-030-06167-8_11
Metadata
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Author(s)
Bouzy, Bruno
Cazenave, Tristan
Laboratoire d'analyse et modélisation de systèmes pour l'aide à la décision [LAMSADE]
Corruble, Vincent
Teytaud, Olivier
Abstract (EN)
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.
Subjects / Keywords
Artificial intelligence

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