نتایج جستجو برای: ii and shakespeares othello
تعداد نتایج: 16950061 فیلتر نتایج به سال:
Introduction The consideration of tragic pleasure is old, harkening back to contemporary critique of Greek tragedy. It is reasonable, however, to believe that no one, from then to now, has been able to deliberate upon the subject of delight in the portrayal of suffering while excluding all reference to reader response. Even if only implicitly conveyed, the focus of tragic pleasure is studying w...
This paper investigates the use of n-tuple systems as position value functions for the game of Othello. The architecture is described, and then evaluated for use with temporal difference learning. Performance is compared with previously developed weighted piece counters and multi-layer perceptrons. The n-tuple system is able to defeat the best performing of these after just five hundred games o...
An approach to develop new game playing strategies based on arti cial evolution of neural networks is presented. Evolution was directed to discover strategies in Othello against a random-moving opponent and later against an search program. The networks discovered rst a standard positional strategy, and subsequently a mobility strategy, an advanced strategy rarely seen outside of tournaments. Th...
in the current investigation a novel nano hybrid adsorbent mcm-41/n-(3-trimethoxysilyl)-propyl)diethylenetriamine (mcm-41/tmspdeta) was prepared and was characterized using dls (dynamic light scattering), fourier transform infrared (ftir), x-ray diffraction (xrd), brunauer–emmett–teller (bet) analytical techniques and transmission electron microscopy (tem). the synthesized mcm-41/tmspdeta adsor...
William Shakespeare is one of the world’s greatest writers. His plays have been translated into every major living language. In some languages, his plays have been re-translated many times. These translations and re-translations have evolved for about 250 years. Studying variations in translations of world cultural heritage texts is of cross-cultural interest for arts and humanities researchers...
We describe a very simple selective search algorithm for two-player games, called best-first minimax. It always expands next the node at the end of the expected line of play, which determines the minimax value of the root. It uses the same information as alpha-beta minimax, and takes roughly the same time per node generation. We present an implementation of the algorithm that reduces its space ...
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