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Table of Contents

Single-Player Monte-Carlo Tree Search.- Amazons Discover Monte-Carlo.- Monte-Carlo Tree Search Solver.- An Analysis of UCT in Multi-player Games.- Multi-player Go.- Parallel Monte-Carlo Tree Search.- A Parallel Monte-Carlo Tree Search Algorithm.- Using Artificial Boundaries in the Game of Go.- A Fast Indexing Method for Monte-Carlo Go.- An Improved Safety Solver in Go Using Partial Regions.- Whole-History Rating: A Bayesian Rating System for Players of Time-Varying Strength.- Frequency Distribution of Contextual Patterns in the Game of Go.- A New Proof-Number Calculation Technique for Proof-Number Search.- About the Completeness of Depth-First Proof-Number Search.- Weak Proof-Number Search.- Cognitive Modeling of Knowledge-Guided Information Acquisition in Games.- Knowledge Inferencing on Chinese Chess Endgames.- Learning Positional Features for Annotating Chess Games: A Case Study.- Extended Null-Move Reductions.- GTQ: A Language and Tool for Game-Tree Analysis.- Probing the 4-3-2 Edge Template in Hex.- The Game of Synchronized Domineering.- A Retrograde Approximation Algorithm for Multi-player Can’t Stop.- AWT: Aspiration with Timer Search Algorithm in Siguo.

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