Material final

Referencias

Bibliografía y fuentes citadas en Ajedrez y Computación.

  1. Steven Halim y Felix Halim (2013). Competitive Programming 3. Lulu.
  2. Noson S. Yanofsky (2016). The Outer Limits of Reason. MIT Press.
  3. Claude E. Shannon (1950). «Programming a Computer for Playing Chess». Philosophical Magazine.
  4. Laura Graesser y Wah Loon Keng (2019). Foundations of Deep Reinforcement Learning: Theory and Practice in Python. Addison-Wesley Professional.
  5. Sean Gerrish (2018). How Smart Machines Think. MIT Press.
  6. Desarrolladores de Leela Chess Zero. Leela Chess Zero Network Topology.
  7. David Silver, Thomas Hubert, Julian Schrittwieser, Ioannis Antonoglou, Matthew Lai, Arthur Guez, Marc Lanctot, Laurent Sifre, Dharshan Kumaran, Thore Graepel y otros (2017). “Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm.” arXiv:1712.01815.
  8. David Foster. AlphaGo Zero Explained in One Diagram.
  9. David Silver, Julian Schrittwieser, Karen Simonyan, Ioannis Antonoglou, Aja Huang, Arthur Guez, Thomas Hubert, Lucas Baker, Matthew Lai, Adrian Bolton y otros (2017). “Mastering the Game of Go without Human Knowledge.” Nature.
  10. Kiprono Elijah Koech. Cross-Entropy Loss Function.
  11. George Seif. Understanding the Three Most Common Loss Functions for Machine Learning Regression.
  12. Anuja Nagpal. L1 y L2 Regularization Methods.
  13. John von Neumann (1928). “Zur Theorie der Gesellschaftsspiele.” Mathematische Annalen.
  14. Devin Monnens (2013). “I Commenced an Examination of a Game Called Tit-Tat-To: Charles Babbage y the First Computer Game.” DiGRA Conference.
  15. Émile Borel (1921). “La théorie du jeu et les équations intégrales à noyau symétrique.” Comptes rendus de l’Académie des Sciences.
  16. Sergey Ioffe y Christian Szegedy (2015). “Batch Normalization: Accelerating Deep Network Training by Reducing Internal Covariate Shift.” International Conference on Machine Learning.
  17. Steven J. Edwards (1994). Portable Game Notation Specification y Implementation Guide.
  18. Lichess. lichess.org.
  19. Board Representation. Chessprogramming Wiki.
  20. Andrei P. Ershov y Mikhail R. Shura-Bura (1980). “The Early Development of Programming in the USSR.” A History of Computing in the Twentieth Century.
  21. Reid McIlroy-Young, Russell Wang, Siddhartha Sen, Jon Kleinberg, y Ashton Anderson (2022). “Learning Models of Individual Behavior in Chess.” Proceedings of the 28th ACM SIGKDD Conference.
  22. Reid McIlroy-Young, Siddhartha Sen, Jon Kleinberg, y Ashton Anderson (2020). “Aligning Superhuman AI with Human Behavior: Chess as a Model System.” Proceedings of the 26th ACM SIGKDD International Conference.
  23. Steffen Künn, Christian Seel, y Dainis Zegners (2020). “Cognitive Performance in the Home Office: Evidence from Professional Chess.” IZA Discussion Paper.
  24. Yu Nasu (2018). Efficiently Updatable Neural-Network-Based Evaluation Functions for Computer Shogi.
  25. Dominik Klein (2022). Neural Networks for Chess. arXiv:2209.01506.