ANDREW W. APPEL AND GUY J. JACOBSON
1988
An efficient backtracking algorithm makes with a large dictionary and the heuristic of selecting possible a very fast program to play the SCRABBLE" Brand the move with the highest score at each turn makes a Crossword Game. The efficiency is achieved by creating data very fast program that is rarely beaten by humans. The structures before the backtracking search begins that serve program makes no use of any strategic concepts, but its both to focus the search and to make each step of the search brute-force one-ply search is usually sufficient to over- fast. whelm its opponent.
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