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Cazenave T. (1998), Metaprogramming Forced Moves. Proceedings ECAI98, pp 645-649, Brigthon.

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Applying Adversarial Planning Techniques to Go - Willmott, Richardson, Bundy.. (2001)   (Correct)

....learning techniques to good e#ect. An o# line program uses introspection to prove theorems about Go tactics which can be used to generate knowledge useful in pruning Go search trees. This knowledge is then added into GOGOL s playing procedures. GOGOL was the top ranked non commercial program [9], #nishing 6th out of 40 participants in the IJCAI 97 international computer Go tournament [17] Progress has also been made by focusing on speci#c subproblems in Go. Wolf s GOTOOLS [47, 48] uses very deep search to analyse closed life and death Ref. 41] gives proofs for a similar result for ....

T. Cazenave, Metaprogramming forced moves, in: H. Prade (Ed.), Proc. 13th European Conf. on Arti#cial Intelligence (ECAI'98), Wiley, New York, 1998, pp. 645--649.


Applying Adversarial Planning Techniques to Go - Willmott, Richardson, Bundy.. (1999)   (Correct)

....learning techniques to good effect. An offline program uses introspection to prove theorems about Go tactics which can be used to generate knowledge useful in pruning Go search trees. This knowledge is then added into GoGol s playing procedures. GoGol was the top ranked non commercial program [9], finishing 6th out of 40 participants in the IJCAI 97 international computer Go tournament [17] ffl Progress has also been made by focusing on specific subproblems in Go. Wolf s GoTools [47,48] uses very deep search to analyse closed life and death game positions and can often solve very ....

T. Cazenave. Metaprogramming Forced Moves. In Henri Prade, editor, Proceedings of the 13th European Conference on Artificial Intelligence (ECAI'98), pages 645--649. John Wiley and Sons, 1998.


Metaprogramming Domain Specific Metaprograms - Cazenave (1999)   (1 citation)  (Correct)

....games and planning domains where search trees have a large branching factor. Knowing the moves to try drastically cuts the search trees. Metaprogramming can be used to automatically create the knowledge about interesting and forced moves, only given the rules about the direct effects of the moves [4], 5] Impossibility metaprograms enable to remove useless rules from the set of unfolded rules. These metaprograms can themselves be written by metametaprograms. From a more general point of view, metaknowledge itself can be very useful for a wide range of applications [23] and one of its ....

Cazenave T.: Metaprogramming Forced Moves. Proceedings ECAI98, Brigthon, 1998.


Retrograde Analysis Of Patterns Versus Metaprogramming - Cazenave (2001)   Self-citation (Cazenave)   (Correct)

....pattern in the array of integers representing a pattern database. The difficult problem is rather the size of the databases that exponentially grows with the number of hexagons. 4 Metaprogramming Introspect is a logic metaprogramming system that generates rules on worthwhile moves in many games [3,4,5,12]. It writes programs that write other programs that enable to safely cut search trees, therefore enabling great speedups. It is mostly used for games having only two possible outcomes : win or lost. The computation of these games is performed with an AND OR tree search algorithm. In Hex, the game ....

Cazenave T. (1998), Metaprogramming Forced Moves. Proceedings ECAI98, pp 645-649, Brigthon.


Computer Go: an AI Oriented Survey - Bouzy (2001)   (6 citations)  Self-citation (Cazenave)   (Correct)

....to the Computer Go mailing list. We could then mention these programs, and give short descriptions of them. We also base descriptions of the main components of this survey on our own experience of writing Go programs: Indigo [Bouzy 95a, 95c, 96a, 97, 99] Gogol [Cazenave 96a, 96b, 96c] and Golois [Cazenave 98, 99, 00] We think that Computer Go remains a new domain for computer science, and so far, no clear theoretical model has emerged. The domain greatly benefits from studies based on practical experiments. For instance, the Evaluation Function section mainly refers to B. Bouzy T. Cazenave page 4 ....

.... [Dejong 86] Harmelen 88] Cazenave 96c] As well as the classical operations on logic programs that enable Introspect to generate rules for the OR nodes, Introspect also uses metaprograms, which are specific to games, to generate rules about forced moves for the AND nodes of the search trees [Cazenave 98] These specific metaprograms analyze a winning rule, and find all the moves that invalidate a condition of this rule. All these invalidating moves constitute the complete set of forced moves that prevent the opponent from achieving the goal that the winning rule concludes on. But EBG systems ....

T. Cazenave, Metaprogramming Forced Moves, in: Proceedings ECAI'98, Brighton, England, 1998, pp. 645-649.

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