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dc.contributor.authorWu, I-Chenen_US
dc.contributor.authorLin, Ping-Hungen_US
dc.date.accessioned2014-12-08T15:48:26Z-
dc.date.available2014-12-08T15:48:26Z-
dc.date.issued2010-09-01en_US
dc.identifier.issn1943-068Xen_US
dc.identifier.urihttp://dx.doi.org/10.1109/TCIAIG.2010.2060262en_US
dc.identifier.urihttp://hdl.handle.net/11536/32262-
dc.description.abstractWu and Huang (Advances in Computer Games, pp. 180-194, 2006) presented a new family of k-in-a-row games, among which Connect6 (a kind of six-in-a-row) attracted much attention. For Connect6 as well as the family of k-in-a-row games, this paper proposes a new threat-based proof search method, named relevance-zone-oriented proof (RZOP) search, developed from the lambda search proposed by Thomsen (Int. Comput. Games Assoc. J., vol. 23, no. 4, pp. 203-217, 2000). The proposed RZOP search is a novel, general, and elegant method of constructing and promoting relevance zones. Using this method together with a proof number search, this paper solved effectively and successfully many new Connect6 game positions, including several Connect6 openings, especially the Mickey Mouse opening, which used to be one of the popular openings before we solved it.en_US
dc.language.isoen_USen_US
dc.subjectBoard gamesen_US
dc.subjectConnect6en_US
dc.subjectk-in-a-row gamesen_US
dc.subjectlambda searchen_US
dc.subjectthreat-based proof searchen_US
dc.subjectthreat-space searchen_US
dc.titleRelevance-Zone-Oriented Proof Search for Connect6en_US
dc.typeArticleen_US
dc.identifier.doi10.1109/TCIAIG.2010.2060262en_US
dc.identifier.journalIEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMESen_US
dc.citation.volume2en_US
dc.citation.issue3en_US
dc.citation.spage191en_US
dc.citation.epage207en_US
dc.contributor.department資訊工程學系zh_TW
dc.contributor.departmentDepartment of Computer Scienceen_US
dc.identifier.wosnumberWOS:000295471600004-
dc.citation.woscount9-
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