Bibliography on Machine Learning in Strategic Game Playing

Johannes Fürnkranz


486 references, last updated Wed Nov 5 13:45:41 2003

[1]
Bruce Abramson and Richard E. Korf. A model of two-player evaluation functions. In Proceedings of the 6th National Conference on Artificial Intelligence (AAAI-87), pages 90-94. Morgan Kaufmann, 1987.
[Tic-Tac-Toe, Othello] [Statistical] [y]

[2]
Bruce Abramson. Learning expected-outcome evaluators in chess. In H. Berliner, editor, Proceedings of the AAAI Spring Symposium on Computer Game Playing, pages 26-28, Stanford University, 1988.
[Chess] [Statistical] [y]

[3]
Bruce Abramson. Expected-outcome: A general model of static evaluation. IEEE Transactions on Pattern Analysis and Machine Intelligence, 12(2):182-193, 1990.
[Tic-Tac-Toe, Othello, Chess] [Statistical] [y]

[4]
Bruce Abramson. On learning and testing evaluation functions. Journal of Experimental and Theoretical Artificial Intelligence, 2(3):182-193, 1990.
[] [Statistical] [n]

[5]
Myriam Abramson and Harry Wechsler. Competitive reinforcement learning for combinatorial problems. In Proceedings of the IEEE International Joint Conference on Neural Networks (IJCNN-01), pages 2333-2338, Washington, DC, 2001.
[Go] [Reinforcement] [y]

[6]
Jonathan Allen, Edward Hamilton, and Robert Levinson. New advances in adaptive pattern-oriented chess. In H. J. van den Herik and J. W. H. M. Uiterwijk, editors, Advances in Computer Chess 8, pages 213-233. Universiteit Maastricht, 1997.
[Chess] [TD, CBR] [y]

[7]
Thomas S. Anantharaman. A Statistical Study of Selective Min-Max Search in Computer Chess. PhD thesis, Carnegie Mellon University, Pittsburgh, PA, 1990. University Report CMU-CS-90-173.
[Chess] [Statistical] [y]

[8]
Thomas S. Anantharaman. Evaluation tuning for computer chess: Linear discriminant methods. International Computer Chess Association Journal, 20(4):224-242, 1997.
[Chess] [Statistical] [y]

[9]
Ariel Arbiser. Game playing learning by parameter adjustment in Escoba. In H. Matsubara, editor, Proceedings of the 4th Game Programming Workshop, Tokyo, Japan, 1997. Computer Shogi Association.
[Escoba] [Statistical] [n]

[10]
Chris Atkeson. Memory-based approaches to learning to play games. In Epstein and Levinson [140], pages 101-105.
[] [CBR] [y]

[11]
Peter J. Angeline and Jordan B. Pollack. Evolutionary induction of subroutines. In Proceedings of the 14th Annual Cognitive Science Conference, pages 236-241, 1992.
[Tic-Tac-Toe] [Evolutionary] [y]

[12]
Peter J. Angeline and Jordan B. Pollack. Coevolving high-level representations. In C. Langton, editor, Proceedings of the 3rd Artificial Life Meeting, 1994.
[Tic-Tac-Toe] [Evolutionary] [y]

[13]
Peter J. Angeline and Jordan B. Pollack. Competitive environments evolve better solutions for complex tasks. In Proceedings of the 5th International Conference on Genetic Algorithms (GA-93), pages 264-270, 1994.
[Tic-Tac-Toe] [Evolutionary] [y]

[14]
Peter Auer, Nicolò Cesa-Bianchi, Yoav Freund, and Robert E. Schapire. Gambling in a rigged casino: The adversarial multi-armed bandit problem. In Proceedings of the 36th Annual Symposium on Foundations of Computer Science, pages pp. 322-331. ACM Press, 1995.
[Game Theory] [] [n]

[15]
J. R. Bachrach. Connectionist learning in backgammon. Coins technical report, University of Massachusetts, Amherst, MA, 1986.
[Backgammon] [Neural Network] []

[16]
Michael Bain. Learning optimal KRK strategies. In S. H. Muggleton and K. Furukawa, editors, Proceedings of the 2nd International Workshop on Inductive Logic Programming (ILP-92), number TM-1182 in ICOT Technical Memorandum, pages 188-201, Tokyo, Japan, 1992. Institue for New Generation Computer Technology.
[Chess] [ILP] [n]

[17]
Michael Bain. Learning Logical Exceptions in Chess. PhD thesis, Department of Statistics and Modelling Science, University of Strathclyde, Scotland, 1994.
[Chess] [ILP] [y]

[18]
Micheal Bain and Stephen H. Muggleton. Learning optimal chess strategies. In K. Furukawa, D. Michie, and S. H. Muggleton, editors, Machine Intelligence 13, pages 291-310. Oxford University Press, 1994.
[Chess] [ILP] [n]

[19]
Michael Bain and Ashwin Srinivasan. Inductive logic programming with large-scale unstructured data. In K. Furukawa, D. Michie, and S. H. Muggleton, editors, Machine Intelligence 14, pages 233-267. Oxford University Press, 1995.
[Chess] [ILP] [n]

[20]
Michael Bain, Stephen H. Muggleton, and Ashwin Srinivasan. Generalising closed world specialisation: A chess end game application, 1995.
[Chess] [ILP] [y]

[21]
Luigi Barone and Lyndon While. Evolving adaptive play for simplified Poker. In Proceedings of the International Conference on Evolutionary Computation (ICEC-98), pages 108-113. IEEE Press, 1998.
[Poker] [Evolutionary] [n]

[22]
Luigi Barone and Lyndon While. An adaptive learning model for simplified Poker using evolutionary algorithms. In Proceedings of the 1st Congress on Evolutionary Computation (CEC-99), pages 153-160, Washington, DC, 1999. IEEE Press.
[Poker] [Evolutionary] [n]

[23]
Luigi Barone and Lyndon While. Adaptive learning for Poker. In Proceedings of the Genetic and Evolutionary Computation Conference (GECCO-00), pages 566-573, Las Vegas, Nevada, 2000. Morgan Kaufmann.
[Poker] [Evolutionary] [n]

[24]
Eric B. Baum. How a bayesian approaches games like chess. In Epstein and Levinson [140], pages 48-50.
[Chess] [Statistical] [n]

[25]
Jonathan Baxter, Andrew Tridgell, and Lex Weaver. KnightCap: A chess program that learns by combining TD(lambda) with minimax search. Technical report, Department of Systems Engineering, Australian National University, Canberra, Australia, November 1997.
[Chess] [TD] [y]

[26]
Jonathan Baxter, Andrew Tridgell, and Lex Weaver. TDLeaf(lambda): Combining temporal difference learning with game-tree search. In Proceedings of the 9th Australian Conference on Neural Networks (ACNN-98), 1998.
[Chess, Backgammon] [TD] [y]

[27]
Jonathan Baxter, Andrew Tridgell, and Lex Weaver. TDLeaf(lambda): Combining temporal difference learning with game-tree search. Australian Journal of Intelligent Information Processing, 1998.
[Chess, Backgammon] [TD] [y]

[28]
Jonathan Baxter, Andrew Tridgell, and Lex Weaver. A chess program that learns by combining TD(lambda) with game-tree search. In Proceedings of the 15th International Conference on Machine Learning (ICML-98), pages 28-36, Madison, WI, 1998. Morgan Kaufmann.
[Chess] [TD] [y]

[29]
Jonathan Baxter, Andrew Tridgell, and Lex Weaver. Experiments in parameter learning using temporal differences. International Computer Chess Association Journal, 21(2):84-99, 1998.
[Chess] [TD] [y]

[30]
Jonathan Baxter, Andrew Tridgell, and Lex Weaver. Learning to play chess using temporal differences. Machine Learning, 40(3):243-263, September 2000.
[Chess, Backgammon] [TD] [y]

[31]
Jonathan Baxter, Andrew Tridgell, and Lex Weaver. Reinforcement learning and chess. In Fürnkranz and Kubat [197], chapter 5, pages 91-116.
[Chess] [TD] [y]

[32]
Donald F. Beal and Martin C. Smith. Learning piece values using temporal difference learning. International Computer Chess Association Journal, 20(3):147-151, September 1997.
[Chess] [TD] [y]

[33]
Donald F. Beal and Martin C. Smith. First results from using temporal difference learning in Shogi. In H. J. van den Herik and H. Iida, editors, Proceedings of the First International Conference on Computers and Games (CG-98), volume 1558 of Lecture Notes in Computer Science, page 113, Tsukuba, Japan, 1998. Springer-Verlag.
[Shogi] [TD] [y]

[34]
Donald F. Beal and Martin C. Smith. Temporal coherence and prediction decay in td learning. In Proceedings of the 16th International Joint Conference on Artificial Intelligence (IJCAI-99), pages 564-569, 1999.
[Chess] [TD] [y]

[35]
Donald F. Beal and Martin C. Smith. Temporal difference learning for heuristic search and game playing. Information Sciences, 122(1):3-21, 2000. Special Issue on Heuristic Search and Computer Game Playing.
[] [TD] [n]

[36]
Donald F. Beal and Martin C. Smith. Temporal difference learning applied to game playing and the results of application to Shogi. Theoretical Computer Science, 252(1-2):105-119, 2001. Special Issue on Papers from the Computers and Games 1998 Conference.
[Shogi] [TD] [n]

[37]
Donald F. Beal. Learning to play well from observing bad play (abstract). In Jos W. H. M. Uiterwijk, editor, Proceedings of the 6th Computer Olympiad Computer-Games Workshop, Maastricht, NL, August 2001. IKAT, Department of Computer Science, Universiteit Maastricht. Technical Report CS 01-04.
[Chess] [] [n]

[38]
Dimitri P. Bertsekas and John N. Tsitsiklis. Neuro-Dynamic Programming. Athena Scientific, Belmont, MA, 1996.
[Tetris, Backgammon] [Reinforcement, Neural Network] [n]

[39]
Dimitri P. Bertsekas and Sergey Ioffe. Temporal differences-based policy iteration and applications in neuro-dynamic programming. Neural Computation, 1998. To appear.
[Tetris] [Reinforcement, Neural Network] [y]

[40]
Lawrence Birnbaum, Gregg Collins, Michael Freed, and Bruce Krulwich. Issues in the justification-based diagnosis of planning failures. In Proceedings of the 6th International Workshop on Machine Learning (ML-89), pages 194-196. Morgan Kaufmann, 1989.
[Chess] [CBR] [y]

[41]
Darse Billings, Denis Papp, Jonathan Schaeffer, and Duane Szafron. Opponent modeling in poker. In Proceedings of the 15th National Conference on Artificial Intelligence (AAAI-98), pages 493-498, Madison, WI, 1998. AAAI Press.
[Poker] [Statistical] [y]

[42]
Darse Billings. Thoughts on RoShamBo. International Computer Games Association Journal, 23(1):3-8, March 2000.
[RoShamBo] [] [y]

[43]
Darse Billings. The first international RoShamBo programming competition. International Computer Games Association Journal, 23(1):42-50, March 2000.
[RoShamBo] [Statistical] [y]

[44]
Darse Billings, Lourdes Pe~na, Jonathan Schaeffer, and Duane Szafron. Learning to play strong poker. In Fürnkranz and Kubat [197], chapter 11, pages 225-242.
[Poker] [] [y]

[45]
Darse Billings, Lourdes Pe~na, Jonathan Schaeffer, and Duane Szafron. The challenge of poker. Artificial Intelligence, 134(1-2):201-240, January 2002. Special Issue on Games, Computers and Artificial Intelligence.
[Poker] [Neural Network] [y]

[46]
Lawrence Birnbaum, Gregg Collins, Michael Freed, and Bruce Krulwich. Model-based diagnosis of planning failures. In Proceedings of the 8th National Conference on Artificial Intelligence (AAAI-90), pages 318-323, 1990.
[Chess] [CBR] [y]

[47]
Yngvi Björnsson and T. Anthony Marsland. Learning search control in adversary games. In H. J. van den Herik and B. Monien, editors, Advances in Computer Games 9, pages 157-174. Universiteit Maastricht, Paderborn, Germany, 2001.
[] [Gradient Descent] [y]

[48]
Alan D. Blair and Jordan B. Pollack. What makes a good co-evolutionary learning environment?. Australian Journal of Intelligent Information Processing Systems, 4:166-175, 1997.
[Backgammon] [Evolutionary, Neural Network] [y]

[49]
Bruno Bouzy and Tristan Cazenave. Computer Go: An AI-oriented survey. Artificial Intelligence, 132(1):39-103, 2001.
[Go] [] [y]

[50]
Justin A. Boyan. Modular neural networks for learning context-dependent game strategies. Master's thesis, University of Cambridge, Department of Engineering and Computer Laboatory, 1992.
[Backgammon, Tic-Tac-Toe] [TD] [y]

[51]
Justin A. Boyan and Andrew W. Moore. Robust value function approximation by working backwards. In J. A. Boyan, A. W. Moore, and R. S. Sutton, editors, Proceedings of the ML-95 Workshop on Value Function Approximation. Carnegie Mellon University, Technical Report CMU-CS-95-206, July 1995.
[Pig] [Reinforcement] [y]

[52]
Justin A. Boyan and Andrew W. Moore. Safely approximating the value function. In G. Tesauro, D. S. Touretzky, and T. K. Leen, editors, Advances in Neural Information Processing Systems 7 (NIPS-94). Morgan Kaufmann, 1995.
[Tic-Tac-Toe] [TD, Neural Network, Statistical] [y]

[53]
Justin A. Boyan and Andrew W. Moore. Learning evaluation functions for large acyclic domains. In L. Saitta, editor, Proceedings of the 13th International Conference on Machine Learning, Bari, Italy, 1996. Morgan Kaufmann.
[Pig] [Reinforcement] [y]

[54]
Ronen I. Brafman and Moshe Tennenholtz. A near-optimal polynomial time alogorithm for learning in stochastic games. In Proceedings of the 16th International Joint Conference on Artificial Intelligence (IJCAI-99), pages 734-739, 1999.
[Game Theory] [Reinforcement] [y]

[55]
M. A. Bramer. Representation of Knowledge for Chess Endgames: Towards a Self-Improving System. PhD thesis, The Open University, Milton Keynes, U.K., 1977.
[Chess] [Inductive] [n]

[56]
M. A. Bramer. Machine-aided refinement of correct strategies for the endgame in chess. In M. R. B. Clarke, editor, Advances in Computer Chess 3, pages 93-112. Pergamon Press, 1982.
[Chess] [Inductive] [y]

[57]
Ivan Bratko, P. Tancig, and S. Tancig. Detection of positional patterns in chess. International Computer Chess Association Journal, 7(2):63-73, 1984.
[Chess] [] [n]

[58]
Ivan Bratko, P. Tancig, and S. Tancig. Detection of positional patterns in chess. In D. F. Beal, editor, Advances in Computer Chess 4, pages 113-126. Pergamon Press, 1986.
[Chess] [] [y]

[59]
Bernd Brügmann. Monte Carlo Go. Available from ftp://ftp.cse.cuhk.edu.hk/pub/neuro/GO/mcgo.tex, March 1993. Unpublished manuscript.
[Go] [Statistical] [y]

[60]
Michael Buro. Techniken für die Bewertung von Spielsituationen anhand von Beispielen. PhD thesis, Universität-GH-Paderborn, Fachbereich 17 --- Mathematik/Informatik, 1994. In German.
[Othello] [Statistical] [y]

[61]
Michael Buro. Statistical feature combination for the evaluation of game positions. Journal of Artificial Intelligence Research, 3:373-382, 1995.
[Othello] [Statistical] [y]

[62]
Michael Buro. ProbCut: An effective selective extension of the alpha -beta algorithm. International Computer Chess Association Journal, 18(2):71-76, 1995.
[Othello] [Statistical] [y]

[63]
Michael Buro. Toward opening book learning. In H. Iida, J. Schaeffer, J. W. H. M. Uiterwijk, and Y. Saito, editors, Proceedings of the IJCAI-97 Workshop on Using Games as an Experimental Testbed for AI Research, Nagoya, Japan, 1997.
[Othello] [Rote Learning] [y]

[64]
Michael Buro. From simple features to sophisticated evaluation functions. In H. J. van den Herik and H. Iida, editors, Proceedings of the First International Conference on Computers and Games (CG-98), volume 1558 of Lecture Notes in Computer Science, pages 126-145, Tsukuba, Japan, 1998. Springer-Verlag.
[Othello] [Constructive Induction] [y]

[65]
Michael Buro. Is one neuron really enough to play games at world-championship level? or how machines have learned to play othello. In Fürnkranz and Kubat [195]. Extended Abstract.
[Othello] [Constructive Induction] [y]

[66]
Michael Buro. Toward opening book learning. International Computer Chess Association Journal, 22(2):98-102, 1999. Research Note.
[Othello] [] [y]

[67]
Michael Buro. How machines have learned to play Othello. IEEE Intelligent Systems, 14(6):12-14, November/December 1999. Research Note.
[Othello] [Statistical] [y]

[68]
Michael Buro. Toward opening book learning. In H. J. van den Herik and H. Iida, editors, Games in AI Research, pages 47-54. Universiteit Maastricht, 2000.
[Othello] [Rote Learning] [y]

[69]
Michael Buro. Experiments with Multi-ProbCut and a new high-quality evaluation function for Othello. In H. J. van den Herik and H. Iida, editors, Games in AI Research, pages 77-96. Universiteit Maastricht, 2000.
[Othello] [Statistical] [y]

[70]
Michael Buro. Toward opening book learning. In Fürnkranz and Kubat [197], chapter 4, pages 81-89.
[Othello] [Rote Learning] [y]

[71]
Michael Buro. Improving heuristic mini-max search by supervised learning. Artificial Intelligence, 134(1-2):85-99, January 2002. Special Issue on Games, Computers and Artificial Intelligence.
[Othello] [Constructive Induction, Statistical, Rote Learning] [y]

[72]
Michael Buro. The evolution of strong Othello programs. In Proceedings of the International Workshop on Entertainment computing (IWEC-02), Makuhari, Japan, 2002.
[Othello] [Constructive Induction, Statistical] [y]

[73]
James P. Callan, Tom Elliott Fawcett, and Edwina L. Rissland. CABOT: An adaptive approach to case-based search. In Proceedings of the 12th International Conference on Artificial Intelligence, pages 803-809, San Mateo, CA, 1991. Morgan Kaufmann.
[Othello] [CBR] [y]

[74]
James P. Callan, Tom Elliott Fawcett, and Edwina L. Rissland. Adaptive case-based reasoning. In Proceedings: Case-Based Reasoning Workshop, pages 179-190, San Mateo, CA, May 1991. Morgan Kaufmann.
[Othello] [CBR] [y]

[75]
Murray S. Campbell. Knowledge discovery in Deep Blue. Communications of the ACM, 42(11):65-67, November 1999.
[Chess] [] [y]

[76]
Murray Campbell, A. Joseph Hoane Jr., and Feng hsiung Hsu. Deep blue. Artificial Intelligence, 134(1-2):57-83, January 2002. Special Issue on Games, Computers and Artificial Intelligence.
[Chess] [Comparison Training] [y]

[77]
Richard Cant, Julian Churchill, and David Al-Dabass. Using hard and soft artificial intelligence algorithms to simulate human Go playing techniques. International Journal of Simulation, 2(1):31-49, 2001.
[Go] [Neural Network] [y]

[78]
David Carmel and Shaul Markovitch. Learning models of opponent's strategy in game playing. In Epstein and Levinson [140], pages 140-147.
[Checkers] [] [y]

[79]
David Carmel and Shaul Markovitch. Learning models of intelligent agents. In Proceedings of the 13th National Conference on Artificial Intelligence (AAAI-96), pages 62-67. AAAI Press, 1996.
[Game Theory] [Automata] [y]

[80]
David Carmel and Shaul Markovitch. Exploration and adaptation in multiagent systems: A model-based approach. In Proceedings of the 15th Joint International Conference on Artificial Intelligence (IJCAI-97), 1997.
[Game Theory] [Automata] [y]

[81]
David Carmel and Shaul Markovitch. How to explore your opponent's strategy (almost) optimally. In Proceedings of the International Conference on Multi Agent Systems, Paris, France, 1998.
[Game Theory] [] [y]

[82]
David Carmel and Shaul Markovitch. Model-based learning of interaction strategies in multiagent systems. Journal of Experimental and Theoretical Artificial Intelligence, 10(3):309-332, July 1998.
[Game Theory] [Automata, Reinforcement] [y]

[83]
David Carmel and Shaul Markovitch. Exploration strategies for model-based learning in multi-agent systems: Exploration strategies. Autonomous Agents and Multi-Agent Systems, 2(2):141-172, June 1999.
[Game Theory] [Automata] [y]

[84]
Tristan Cazenave. Learning to forecast by explaining the consequences of action. In Proceedings of the Workshop on Machine Learning, Forecasting and Optimization, Madrid, 1996.
[Go] [EBL] [y]

[85]
Tristan Cazenave. Automatic acquisition of tactical Go rules. In H. Matsubara, editor, Proceedings of the 3rd Game Programming Workshop, Hakone, Japan, 1996.
[Go] [EBL] [y]

[86]
Tristan Cazenave. Systeme d'Apprentissage par Auto-Observation. Application au Jeu de Go. PhD thesis, Universite Pierre et Marie Curie, Paris, France, 1996. In French.
[Go] [EBL] [y]

[87]
Tristan Cazenave. Integration of different reasoning modes in a Go playing and learning system. In E. Freuder, editor, Proceedings of the AAAI Spring Symposium on Multimodal Reasoning, Stanford, CA, 1998. AAAI Press. Technical Report SS-98-04.
[Go] [EBL] [n]

[88]
Tristan Cazenave. Metaprogramming forced moves. In H. Prade, editor, Proceedings of the 13th European Conference on Artificial Intelligence (ECAI-98), pages 645-649, Brighton, U.K., 1998. Wiley.
[Go] [EBL] [y]

[89]
Tristan Cazenave. Synthesis of an efficient tactical theorem prover for the game of go. ACM Computing Surveys, 3es, September 1998. Special Issue on the 1998 Symposium on Partial Evaluation.
[Go] [EBL] [y]

[90]
Tristan Cazenave. Generation of patterns with external conditions for the game of Go. In H. J. van den Herik and B. Monien, editors, Advances in Computer Games 9, pages 275-293, Paderborn, Germany, 2001. Universiteit Maastricht.
[Go] [EBL] [y]

[91]
Horace Wai-Kit Chan, Irwin Kuo-Chin King, and John C. S. Lui. Performance analysis of a new updating rule for TD( lambda ) learning in feedforward networks for position evaluation in Go. In Proceedings of the IEEE International Conference on Neural Networks, volume III, pages 1716-1720, Washington, DC, 1996. IEEE Computer Society.
[Go] [TD, Neural Network] [y]

[92]
Horace Wai-Kit Chan. Application of temporal difference learning and supervised learning in the game of Go. Master's thesis, The Chinese University of Hong Kong, 1996.
[Go] [TD, Neural Network] [y]

[93]
Kumar Chellapilla and David B. Fogel. Co-evolving checkers playing programs using only win, lose, or draw. In Proceedings of SPIE's AeroSense'99: Applications and Science of Computational Intelligence II, Orlando, FL, April 1999.
[Checkers] [Evolutionary, Neural Network] [y]

[94]
Kumar Chellapilla and David B. Fogel. Evolution, neural networks, games, and intelligence. In Proceedings of the IEEE, volume 87, pages 1471-1496, 1999.
[Checkers] [Evolutionary, Neural Network] [y]

[95]
Kumar Chellapilla and David B. Fogel. Evolving neural networks to play checkers without expert knowledge. IEEE Transactions on Neural Networks, 10(6):1382-1391, 1999.
[Checkers] [Evolutionary, Neural Network] [y]

[96]
Kumar Chellapilla and David B. Fogel. Anaconda defeats Hoyle 6-0: A case study competing an evolved checkers program against commercially available software. In Proceedings of the 2nd Congress on Evolutionary Computation (CEC-00), pages 857-863, Piscataway, NJ, 2000. IEEE Press.
[Checkers] [Evolutionary, Neural Network] [y]

[97]
C. Cheng. Recognizing poker hands with genetic programming and restricted iteration. In J. Koza, editor, Genetic Algorithms and Genetic Programming at Stanford. Stanford, CA, 1997.
[Poker] [Evolutionary] [n]

[98]
Ping-Chung Chi and Dana S. Nau. Improving game board evaluator with genetic algorithms. In H. Berliner, editor, Proceedings of the AAAI Spring Symposium on Computer Game Playing, pages 29-30, Stanford University, 1988.
[Kalah] [Evolutionary] [y]

[99]
J. Christensen and Richard E. Korf. A unified theory of heuristic evaluation functions and its application to learning. In Proceedings of the 4th National Conference on Artificial Intelligence, pages 148-152, 1986.
[] [] [y]

[100]
J. Christensen. Learning static evaluation functions by linear regression. In T. Mitchell, J. Carbonell, and R. Michalski, editors, Machine learning: A guide to current research, pages 39-42. Kluwer, 1986.
[Chess] [Statistical] [y]

[101]
Julian Churchill, Richard Cant, and David Al-Dabass. A new computational approach to the game of Go. In Proceedings of the 2nd Annual European Conference on Simulation and AI in Computer Games (GAME-ON-01), pages 81-86, London, 2001.
[Go] [Neural Network] [y]

[102]
William W. Cohen. Learning from textbook knowledge: A case study. In Proceedings of the 8th National Conference on Artificial Intelligence, Boston, Massachusetts, 1990. AAAI, MIT Press.
[Bridge] [EBL] [y]

[103]
William W. Cohen. Abductive explanation-based learning: A solution to the multiple inconsistent explanation problem. Machine Learning, 8:167-219, 1992.
[Bridge] [EBL] [y]

[104]
Gregg Collins, Lawrence Birnbaum, and Bruce Krulwich. An adaptive model of decision-making in planning. In Proceedings of the 11th International Joint Conference on Artificial Intelligence (IJCAI-89), pages 511-516. Morgan Kaufmann, 1989.
[Chess] [CBR] [y]

[105]
Gregg Collins, Lawrence Birnbaum, Bruce Krulwich, and Micheal Freed. Plan debugging in an intentional system. In Proceedings of the 12th International Joint Conference on Artifical Intelligence (IJCAI-91), pages 353-359. Morgan Kaufmann, 1991.
[Chess] [CBR] [y]

[106]
Gregg Collins, Lawrence Birnbaum, Bruce Krulwich, and Micheal Freed. Model-based integration of planning and learning. SIGART Bulletin, 2(1):56-60, 1991.
[Chess] [CBR] [y]

[107]
Gregg Collins, Lawrence Birnbaum, Bruce Krulwich, and Michael Freed. The role of self-models in learning to plan. In A. L. Meyrowitz and S. Chipman, editors, Foundations of Knowledge Acquisition: Machine Learning, pages 83-116. Kluwer Academic Publishers, Boston, 1993.
[Chess] [CBR] [y]

[108]
K. P. Coplan. Synthesis of chess and chess-like endgames by recursive optimisation. International Computer Chess Journal, 21(3):169-182, 1998.
[Chess] [Deductive] [y]

[109]
K. P. Coplan. Synthesis of chess-like endgames: Towards a proof of correctness. In H. J. van den Herik and B. Monien, editors, Advances in Computer Games 9, pages 143-156. Universiteit Maastricht, Paderborn, Germany, 2001.
[Chess] [Deductive] [y]

[110]
Fredrik A. Dahl. Honte, a go-playing program using neural nets. In Fürnkranz and Kubat [195].
[Go] [Neural Network] [y]

[111]
Fredrik A. Dahl and Ole Martin Halck. Minimax TD-learning with neural nets in a markov game. In R. López de Mántaras and E. Plaza, editors, Proceedings of the 11th European Conference on Machine Learning (ECML-00), pages 117-128, Barcelona, Spain, 2000. Springer-Verlag.
[Game Theory] [TD, Neural Network] [y]

[112]
Fredrik A. Dahl. Honte, a go-playing program using neural nets. In Fürnkranz and Kubat [197], chapter 10, pages 205-223.
[Go] [Neural Network] [y]

[113]
Fredrik A. Dahl. A reinforcement learning algorithm applied to simplified two-player texas hold'em poker. In L. De Raedt and P. Flach, editors, Proceedings of the 12th European Conference on Machine Learning (ECML-01), pages 85-96, Freiburg, Germany, September 2001. Springer-Verlag.
[Poker] [Reinforcement] [y]

[114]
Fredrik A. Dahl. The lagging anchor algorithm: Reinforcement learning in two-player zero-sum games with imperfect information. Machine Learning, 49(1):5-37, October 2002.
[Game Theory, Poker] [Reinforcement] [y]

[115]
Paul Darwen and Xin Yao. On evolving robust strategies for iterated prisoner's dilemma. In Progress in Evolutionary Computation, pages 276-292. Springer-Verlag, 1995.
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[Chess, Hex] [Inductive] [y]

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[Chess, Go] [Inductive] [n]

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[Chess, Go] [Inductive] [n]

[466]
Steven Walczak and James Krause. Chaos, neural networks and gaming. In E. A. Yfantis, editor, Intelligent Systems, pages 457-466. Kluwer Academic, Dordrecht, The Netherlands, 1995.
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[Chess] [Inductive] [y]

[468]
Steven Walczak and Reijer Grimbergen. Pattern analysis and analogy in shogi: Predicting shogi moves from prior experience. Knowledge and Information Systems: An International Journal, 2(2), May 2000.
[Shogi] [] [n]

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[Othello] [TD, Neural Network] [n]

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[Othello] [TD, Neural Network] [y]

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[Poker] [] [n]

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[Poker] [] [n]

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[Dots-and-Boxes] [Neural Network, Evolutionary] [y]

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[Chess] [TD] [n]

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[Chess] [Inductive] [y]

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[Go] [Neural Network] [y]

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[BlackJack] [Reinforcement] [n]

[478]
Marco A. Wiering. TD learning of game evaluation functions with hierarchical neural architectures. Master's thesis, Department of Computer Systems, University Amsterdam, April 1995.
[Tic-Tac-Toe, Backgammon] [TD, Neural Network] [y]

[479]
S. Yakowitz. A statistical foundation for machine learning, with application to go-moku. Computers and Mathematics with Applications, 17(7):1095-1102, 1989.
[Go-Moku] [Statistical] [n]

[480]
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[Game Theory] [Evolutionary] [y]

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[Tic-Tac-Toe] [TD, Reinforcement, EBL] [y]

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[Bridge] [Neural Network] [n]

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[Go] [TD, Neural Network] [y]

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[Go] [TD, Neural Network] [y]

[485]
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[Hexi] [Reinforcement] [y]

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[Chess] [Advice] [y]