Automatic Heuristic Construction for General Game Playing
Abstract
Creating programs that can play games such as chess, check-ers, and backgammon, at a high level has long been a chal-lenge and benchmark for AI. While several game-playing systems developed in the past, such as Deep Blue (Camp-
Cite
Text
Kuhlmann and Stone. "Automatic Heuristic Construction for General Game Playing." AAAI Conference on Artificial Intelligence, 2006.Markdown
[Kuhlmann and Stone. "Automatic Heuristic Construction for General Game Playing." AAAI Conference on Artificial Intelligence, 2006.](https://mlanthology.org/aaai/2006/kuhlmann2006aaai-automatic-a/)BibTeX
@inproceedings{kuhlmann2006aaai-automatic-a,
title = {{Automatic Heuristic Construction for General Game Playing}},
author = {Kuhlmann, Gregory and Stone, Peter},
booktitle = {AAAI Conference on Artificial Intelligence},
year = {2006},
pages = {1883-1884},
url = {https://mlanthology.org/aaai/2006/kuhlmann2006aaai-automatic-a/}
}