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/}
}