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Board Games

Papers

Showing 101–131 of 131 papers

TitleStatusHype
Polygames: Improved Zero Learning—0
State Representation and Polyomino Placement for the Game PatchworkCode0
Nmbr9 as a Constraint Programming ChallengeCode0
Explain Your Move: Understanding Agent Actions Using Specific and Relevant Feature AttributionCode0
RLCard: A Toolkit for Reinforcement Learning in Card GamesCode0
A⋆MCTS: SEARCH WITH THEORETICAL GUARANTEE USING POLICY AND VALUE FUNCTIONS—0
The Many AI Challenges of Hearthstone—0
General Board Game Playing for Education and Research in Generic AI Game Learning—0
Learning Policies from Self-Play with Policy Gradients and MCTS Value Estimates—0
Creating Pro-Level AI for a Real-Time Fighting Game Using Deep Reinforcement Learning—0
Improved Reinforcement Learning with Curriculum—0
Learning Self-Game-Play Agents for Combinatorial Optimization Problems—0
Obstacle Tower: A Generalization Challenge in Vision, Control, and PlanningCode0
At Human Speed: Deep Reinforcement Learning with Action Delay—0
Assessing the Potential of Classical Q-learning in General Game PlayingCode0
Transferring Deep Reinforcement Learning with Adversarial Objective and Augmentation—0
The Text-Based Adventure AI CompetitionCode0
Learning to Shoot in First Person Shooter Games by Stabilizing Actions and Clustering Rewards for Reinforcement Learning—0
Between Progress and Potential Impact of AI: the Neglected Dimensions—0
A0C: Alpha Zero in Continuous Action SpaceCode0
Monte Carlo Q-learning for General Game PlayingCode0
Embodied Artificial Intelligence through Distributed Adaptive Control: An Integrated Framework—0
Beating the World's Best at Super Smash Bros. with Deep Reinforcement LearningCode0
Machine Learning with Guarantees using Descriptive Complexity and SMT Solvers—0
Simplified Boardgames—0
Why Artificial Intelligence Needs a Task Theory --- And What It Might Look Like—0
Building Machines That Learn and Think Like People—0
Is swarm intelligence able to create mazes?—0
Automatic Generation of Alternative Starting Positions for Simple Traditional Board Games—0
Systematic N-tuple Networks for Position Evaluation: Exceeding 90% in the Othello League—0
Evolutionary Search in the Space of Rules for Creation of New Two-Player Board Games—0
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