Every reference with a DOI in the deposited reference list resolved to a known
work in Crossref or DataCite at the dated check, and none carried a retraction,
withdrawal, or removal notice.
The 29 references without a DOI — listed, not checked
no DOI — not checkedMonte Carlo Tree Search for Scheduling Activity Recognition
no DOI — not checkedThinking Fast and Slow with Deep Learning and Tree Search
no DOI — not checkedRogue-Like Games as a Playground for Artificial Intelligence -Evolutionary Approach
no DOI — not checkedMonte-Carlo Tree Search and Reinforcement Learning for Reconfiguring Data Stream Processing on Edge Computing
no DOI — not checkedDeep Neural Network and Monte Carlo Tree Search Applied to Fluid-Structure Topology Optimization
no DOI — not checkedref9
no DOI — not checkedDeep Learning for Real-Time Atari Game Play Using Offline Monte-Carlo Tree Search Planning
no DOI — not checkedref14
no DOI — not checkedBandit Based Monte-Carlo Planning
no DOI — not checkedPlaying FPS Games with Deep Reinforcement Learning
no DOI — not checkedFuzzy Logic in Agent-Based Game Design
no DOI — not checkedref23
no DOI — not checkedref24
no DOI — not checkedLearning Decision Trees through Monte Carlo Tree Search: An Empirical Evaluation
no DOI — not checkedCase-Based Planning and Execution for Real-Time Strategy Games
no DOI — not checkedSymbolic Representation of Game World State: Toward Real-Time Planning in Games
no DOI — not checkedKnowledge-Based Fast Evolutionary MCTS for General Video Game Playing
no DOI — not checkedref30
no DOI — not checkedComparative Analysis of Decision Tree Classification Algorithms
no DOI — not checkedref32
no DOI — not checkedLearning Policies from Self-Play with Policy Gradients and MCTS Value Estimates
no DOI — not checkedref38
no DOI — not checkedMonte Carlo Tree Search: A Review of Recent Modifications and Applications
no DOI — not checkedGrail: A Framework for Adaptive and Believable AI in Video Games
no DOI — not checkedImproving Hearthstone AI by Combining MCTS and Supervised Learning Algorithms
no DOI — not checkedImproving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data
no DOI — not checkedAn Explainable Artificial Intelligence System for Small-unit Tactical Behavior
no DOI — not checkedSupervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of Kings
no DOI — not checkedPattern Recognition and Monte-Carlo Tree Search for Go Gaming Better Automation
checked 2026-08-27 — re-checked daily as this page is visited;
titles and statuses come from Crossref and DataCite and are not part of the signed record
Both snippets point at the live badge image and link back to this page. The
badge re-renders from the daily check, so an embed never goes stale by more than a day of visits.