diff --git a/README.md b/README.md index 06659fb..9038715 100644 --- a/README.md +++ b/README.md @@ -10,6 +10,7 @@ Exported versions (work-in-progress) are available in the following formats: - [Zotero RDF](boardgame-research.rdf) - [BibTeX](boardgame-research.bib) +- [HTML Bookmarks](boardgame-research-bookmarks.html) Subscribe to the repo to get the latest updates for now. diff --git a/boardgame-research-bookmarks.html b/boardgame-research-bookmarks.html new file mode 100644 index 0000000..2f9ef0a --- /dev/null +++ b/boardgame-research-bookmarks.html @@ -0,0 +1,84 @@ + + + +Bookmarks +

Bookmarks Menu

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The effectiveness of persuasion in The Settlers of Catan +
The effectiveness of persuasion in The Settlers of Catan +
Avoiding Revenge Using Optimal Opponent Ranking Strategy in the Board Game Catan +
Game strategies for The Settlers of Catan +
Monte-Carlo Tree Search in Settlers of Catan +
Deep Reinforcement Learning in Strategic Board Game Environments +
Mini-Risk: Strategies for a Simplified Board Game +
Learning the risk board game with classifier systems +
Markov Chains and the RISK Board Game +
Markov Chains for the RISK Board Game Revisited +
Planning an Endgame Move Set for the Game RISK: A Comparison of Search Algorithms +
Monte Carlo Methods for the Game Kingdomino +
How to Make the Perfect Fireworks Display: Two Strategies forHanabi +
Evaluating and modelling Hanabi-playing agents +
The Hanabi challenge: A new frontier for AI research +
The 2018 Hanabi competition +
Diverse Agents for Ad-Hoc Cooperation in Hanabi +
Monopoly as a Markov Process +
Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering +
Optimal Card-Collecting Strategies for Magic: The Gathering +
Monte Carlo search applied to card selection in Magic: The Gathering +
UNO Is Hard, Even for a Single Player +
QUIXO is EXPTIME-complete +
SCOUT: A Case-Based Reasoning Agent for Playing Race for the Galaxy +
Game, Set, Math +
The Joy of SET +
Implementation of Artificial Intelligence with 3 Different Characters of AI Player on “Monopoly Deal” Computer Game +
Nearly Optimal Computer Play in Multi-player Yahtzee +
Computer Strategies for Solitaire Yahtzee +
Modeling expert problem solving in a game of chance: a Yahtzeec case study +
Systematic Selection of N-Tuple Networks for 2048 +
Systematic selection of N-tuple networks with consideration of interinfluence for game 2048 +
An investigation into 2048 AI strategies +
Learning to Play No-Press Diplomacy with Best Response Policy Iteration +
No Press Diplomacy: Modeling Multi-Agent Gameplay +
Agent Madoff: A Heuristic-Based Negotiation Agent For The Diplomacy Strategy Game +
Monte Carlo Methods for the Game Kingdomino +
NP-completeness of the game Kingdomino +
Improving Policies via Search in Cooperative Partially Observable Games +
Hanabi is NP-hard, Even for Cheaters who Look at Their Cards +
Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi +
Evaluating the Rainbow DQN Agent in Hanabi with Unseen Partners +
Magic: the Gathering is as Hard as Arithmetic +
Magic: The Gathering is Turing Complete +
Neural Networks Models for Analyzing Magic: the Gathering Cards +
Using Tabu Search Algorithm for Map Generation in the Terra Mystica Tabletop Game +
A mathematical model of the Mafia game +
The complexity of UNO +
Trainyard is NP-Hard +
Threes!, Fives, 1024!, and 2048 are Hard +
Making Change in 2048 +
Analysis of the Game "2048" and its Generalization in Higher Dimensions +
Multi-Stage Temporal Difference Learning for 2048-like Games +
2048 is (PSPACE) Hard, but Sometimes Easy +
Settlers of Catan bot trained using reinforcement learning +
POMCP with Human Preferencesin Settlers of Catan +
The impact of loaded dice in Catan +
Monte Carlo Tree Search in a Modern Board Game Framework +
An Intelligent Artificial Player for the Game of Risk +
RISKy Business: An In-Depth Look at the Game RISK +
RISK Board Game ‐ Battle Outcome Analysis +
State Representation and Polyomino Placement for the Game Patchwork +
State Representation and Polyomino Placement for the Game Patchwork +
State Representation and Polyomino Placement for the Game Patchwork +
Nmbr9 as a Constraint Programming Challenge +
Nmbr9 as a Constraint Programming Challenge +
Evolving Agents for the Hanabi 2018 CIG Competition +
Aspects of the Cooperative Card Game Hanabi +
Playing Hanabi Near-Optimally +
An intentional AI for hanabi +
Solving Hanabi: Estimating Hands by Opponent's Actions in Cooperative Game with Incomplete Information +
A Browser-based Interface for the Exploration and Evaluation of Hanabi AIs +
State of the art Hanabi bots + simulation framework in rust +
A strategy simulator for the well-known cooperative card game Hanabi +
A framework for writing bots that play Hanabi +
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