Table of Contents:
  • Computer Analysis of Chess Champions
  • Automated Chess Tutor
  • A New Heuristic Search Algorithm for Capturing Problems in Go
  • An Open Boundary Safety-of-Territory Solver for the Game of Go
  • Monte-Carlo Proof-Number Search for Computer Go
  • Virtual Global Search: Application to 9×9 Go
  • Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search
  • Combinatorics of Go
  • Abstracting Knowledge from Annotated Chinese-Chess Game Records
  • Automatic Strategy Verification for Hex
  • Feature Construction for Reinforcement Learning in Hearts
  • A Skat Player Based on Monte-Carlo Simulation
  • A Retrograde Approximation Algorithm for One-Player Can’t Stop
  • Improving Depth-First PN-Search: 1?+?? Trick
  • Search Versus Knowledge Revisited Again
  • Counting the Number of Three-Player Partizan Cold Games
  • LUMINES Strategies
  • Computing Proper Equilibria of Zero-Sum Games
  • Comparative Study of Approximate Strategies for Playing Sum Games Based on Subgame Types
  • On the Symbolic Computation of the Hardest Configurations of the RUSH HOUR Game
  • Cheat-Proof Serverless Network Games
  • Monte-Carlo Methods in Pool Strategy Game Trees
  • Optimization of a Billiard Player – Tactical Play
  • Gender and Cultural Differences (If Any!): South African School Children and Computer Games.