Detailed Information on Publication Record
2000
Learning Middlegame Patterns in Chess: A Case Study.
KUBAT, Miroslav and Jan ŽIŽKABasic information
Original name
Learning Middlegame Patterns in Chess: A Case Study.
Authors
KUBAT, Miroslav and Jan ŽIŽKA
Edition
New Orleans, LA, U.S.A. Proceedings of the 13th International Conference on Industrial & Engineering Applications of AI & Expert Systems, p. 426-433, LNCS, 2000
Publisher
Springer Verlag
Other information
Language
English
Type of outcome
Stať ve sborníku
Field of Study
20200 2.2 Electrical engineering, Electronic engineering, Information engineering
Country of publisher
United States of America
Confidentiality degree
není předmětem státního či obchodního tajemství
Organization unit
Faculty of Informatics
Keywords in English
machine learning; pattern recognition; computer chess
Změněno: 23/2/2001 17:18, doc. Ing. Jan Žižka, CSc.
Abstract
V originále
Experiments with a program that learns to classify chessboard positions that permit the bishop sacrifice at h7. Discussed are some problems pertaining to the collection of training examples, their representation, and preclassification.