1 |
Korea Creative Content Agency, "Content Industry Trend Analysis Report for 4Q 2016 (Game Industry)", 2017
|
2 |
Imran Ghory, "Reinforcement learning in board games.", available at http://www.cs.bris.ac.uk/Publications/Papers/2000100.pdf, 2004.
|
3 |
Nee Jan van Eck, Michiel van Wezel., "Reinforcement Learning and its Application to Othello", available at http://www.few.eur.nl/few/people/mvanwezel/rl.othello.ejor.pdf, 2004
|
4 |
Yongwoo Shin, "Artificial Engine Development through Reinforcement Learning on Jul-Gonu Game", Journal of Internet Computing and Services, Vol 10, No 1, pp93-99, 2009
|
5 |
Patrick Henry Winston, "Artificial Intelligence", Addison Wesley, 1993
|
6 |
Woosung Sim, "50 traditional games Korean folk play", Nonghyup, 1996
|
7 |
Woosung Sim, "Korean folk play", Dongmoonsun, 1996
|
8 |
Sukin You, "Artificial Intelligence Fundamentals", Kyohaksa, 1988
|
9 |
Hwasu Kim, Sunjoo Go, "The Realization of Artificial Intelligence", Zipmoondang, 1993
|
10 |
Korea Cultural Policy Development Institute, "Basic Research for Developing Electronic Entertainment Program in Traditional Play Culture", 1994
|
11 |
Kim, Kyunghee, "A Study on the Development and Effect of Traditional Play Program", Master Thesis, Daegu University Graduate School of Education, 1986
|
12 |
Jo, Duk-Keun, "Intelligent Jangki Game Providing GUI", Master's thesis, Yonsei University, 1991
|