Methods for approximating value functions for the Dominion card game

Author:

Winder Ransom K.

Publisher

Springer Science and Business Media LLC

Subject

Artificial Intelligence,Cognitive Neuroscience,Computer Vision and Pattern Recognition,Mathematics (miscellaneous)

Reference36 articles.

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3. Paliwal M, Kumar U (2009) Neural networks and statistical techniques: a review of applications. Expert Syst Appl 36(1):2–17. doi: 10.1016/j.eswa.2007.10.005

4. Coulom R (2004) High-accuracy value-function approximation with neural networks applied to the Acrobot. In: ESAAN’2004 Proceedings of 12th European symposium on artificial neural networks, Bruges, Belgium, pp 7–12. doi: 10.1.1.144.1025

5. Goldberg D, Holland J (1988) Genetic algorithms and machine learning. Mach Learn 3(2–3):95–99. doi: 10.1023/A:1022602019183

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1. Q Learning applied on the Board Game Dominion;24th Pan-Hellenic Conference on Informatics;2020-11-20

2. Towards Human-Competitive Game Playing for Complex Board Games with Genetic Programming;Lecture Notes in Computer Science;2016

3. Monte-Carlo Tree Search for the Game of “7 Wonders”;Communications in Computer and Information Science;2014

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