:::

詳目顯示

回上一頁
題名:圍棋布局、中盤、官子階段之認知能力:當實驗心理學遇上人工智慧
書刊名:中華心理學刊
作者:陳德祐 引用關係余季霖蘇靖雯廖冠泓蕭翔允
作者(外文):Chen, Der-yowYu, Chi-linSu, Ching-wenLiao, Kuan-hungHsiao, Hsiang-yun
出版日期:2019
卷期:61:3
頁次:頁173-196
主題關鍵詞:人工智慧空間能力計算能力推理能力圍棋Artificial intelligenceCalculation abilityGame of GoLogical reasoningSpatial ability
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(1) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:1
  • 共同引用共同引用:0
  • 點閱點閱:15
期刊論文
1.Chen, X.、Zhang, D.、Zhang, X.、Li, Z.、Meng, X.、He, S.、Hu, X.(2003)。A functional MRI study of high-level cognition: II. The game of GO。Cognitive Brain Research,16(1),32-37。  new window
2.Dietterich, T. G.(2000)。An Experimental Comparison of Three Methods for Constructing Ensembles of Decision Trees: Bagging, Boosting, and Randomization。Machine Learning,40(2),139-157。  new window
3.Ouchi, Y.、Kanno, T.、Yoshikawa, E.、Futatsubashi, M.、Okada, H.、Torizuka, T.、Kaneko, M.(2005)。Neural substrates in judgment process while playing Go: A comparison of amateurs with professionals。Cognitive Brain Research,23(2/3),164-170。  new window
4.Ho, T. K.(1998)。The random subspace method for constructing decision forests。IEEE Transactions on Pattern Analysis and Machine Intelligence,20(8),832-844。  new window
5.Reitman, J. S.(1976)。Skilled perception in Go: Deducing memory structures from inter-response times。Cognitive Psychology,8(3),336-356。  new window
6.Mnih, V.、Kavukcuoglu, K.、Silver, D.、Rusu, A. A.、Veness, J.、Bellemare, M. G.、Graves, A.、Riedmiller, M.、Fidjeland, A. K.、Ostrovski, G.、Petersen, S.、Beattie, C.、Sadik, A.、Antonoglou, I.、King, H.、Kumaran, D.、Wierstra, D.、Legg, S.、Hassabis, D.(2015)。Human-level control through deep reinforcement learning。Nature,518(7540),529-533。  new window
7.Hassabis, D.、Kumaran, D.、Summerfield, C.、Botvinick, M.(2017)。Neuroscience-inspired artificial intelligence。Neuron,95(2),245-258。  new window
8.Anzulewicz, A.、Sobota, K.、Delafield-Butt, J. T.(2016)。Toward the Autism Motor Signature: Gesture patterns during smart tablet gameplay identify children with autism。Scientific Reports,6(31107)。  new window
9.Chang, C.-C.、Lin, C.-J.(2011)。LIBSVM: A library for support vector machines。ACM Transactions on Intelligent Systems and Technology,2(3),1-27。  new window
10.Charness, N.(1992)。The Impact of Chess Research on Cognitive Science。Psychological Research,54,4-9。  new window
11.Dwyer, Dominic B.、Falkai, Peter、Koutsouleris, Nikolaos(2018)。Machine Learning Approaches for Clinical Psychology and Psychiatry。Annual Review of Clinical Psychology,14,91-118。  new window
12.Hahn, T.、Niereuberg, A. A.、Whitfield-Gabrieli, S.(2017)。Predictive Analytics in Mental Health: Applications, Guidelines, Challenges and Perspectives。Molecular Psychiatry,22,37-43。  new window
13.Huys, Q. J.、Maia, T. V.、Frank, M. J.(2016)。Computational Psychiatry as A Bridge from Neuroscience to Clinical Applications。Nature Neuroscience,19,404-413。  new window
14.Lee, B.、Park, J. Y.、Jung, W. H.、Kim, H. S.、Oh, J. S.、Choi, C. H.(2010)。White Matter Neuroplastic Changes in Long-term Trained Players of the Game of "Baduk" (GO): A Voxel-based Diffusion-tensor Imaging Study。Neuroimage,52(1),9-19。  new window
15.Lee, C. S.、Wang, M. H.、Yen, S. J.、Wei, T. H.、Wu, I. C.、Chou, P. C.(2016)。Human vs. Computer Go: Review and Prospect。IEEE Computational Intelligence Magazine,11(3),67-72。  new window
16.Lemm, S.、Blankertz, B.、Dickhaus, T.、Müller, K.-R.(2011)。Introduction to Machine Learning for Brain Imaging。Neuroimage,56(2),387-399。  new window
17.Norman, K. A.、Polyn, S. M.、Detre, G. J.、Haxby, J. V.(2006)。Beyond mind-reading: multi-voxel pattern analysis of fMRI data。Trends in Cognitive Scienees,10(9),424-430。  new window
18.Poldrack, R. A.(2006)。Can Cognitive Processes be Inferred from Neuroimaging Data?。Trends in Cognitive Sciences,10(2),59-63。  new window
19.Richards, N.、Moriarty, D.、Miikkulainen, R.(1998)。Evolving Neural Networks to Play Go。Applied Intelligence,8,85-96。  new window
20.Silver, D.、Schrittwieser, J.、Simonyan, K.、Antonoglou, I.、Huang, A.、Guez, A.、Chen, Y.(2017)。Mastering the Game of Go without Human Knowledge。Nature,550(7676),354-359。  new window
21.Sohn, W. S.、Lee, T. Y.、Kwak, S.、Yoon, Y. B.、Kwon, J. S.(2017)。Higher Extrinsic and Lower Intrinsic Connectivity in Resting State Networks for Professional Baduk (Go) Players。Brain and Behavior,7,1-7。  new window
22.Breiman, Leo(1996)。Bagging predictors。Machine Learning,24(2),123-140。  new window
23.Breiman, Leo(2001)。Random Forests。Machine Learning,45(1),5-32。  new window
24.Hochreiter, Sepp、Schmidhuber, Jürgen(1997)。Long Short-term Memory。Neural Computation,9(8),1735-1780。  new window
25.Cortes, Corinna、Vapnik, Vladimir N.(1995)。Support-Vector Networks。Machine Learning,20(3),273-297。  new window
26.Silver, David、Huang, Aja、Maddison, Chris J.、Guez, Arthur、Sifre, Laurent、van den Driessche, George、Schrittwieser, Julian、Antonoglou, Ioannis、Panneershelvam, Veda、Lanctot, Marc、Dieleman, Sander、Grewe, Dominik、Nham, John、Kalchbrenner, Nal、Sutskever, Ilya、Lillicrap, Timothy、Leach, Madeleine、Kavukcuoglu, Koray、Graepel, Thore、Hassabis, Demis(2016)。Mastering the game of Go with deep neural networks and tree search。Nature,529(7587),484-489。  new window
會議論文
1.Kohavi, R.(1995)。A study of Cross-validation and Bootstrap for Accuracy Estimation and Model Selection。The 14th International Joint Conference on Artificial Intelligence,(會議日期: 20-25 August 1995)。Montreal, Quebec:Morgan Kaufmann Publishers Inc.。1137-1143。  new window
2.Saito, Y.、Yoshikawa, A.(1995)。Do go players think in words? - interim report of the analysis of Go player's protocol。The Second Game Programming Workshop in Japan,118-127。  new window
3.Zobrist, A. L.(1969)。A Model of Visual Organization for the Game of GO。The May 14-16, 1969, Spring Joint Computer Conference,(會議日期: 1969/05/14-05/16),103-112。  new window
圖書
1.翁儷禎(1997)。推理思考測驗指導手冊。臺北市:測驗出版社。  延伸查詢new window
2.俞筱鈞(1992)。瑞文氏高級圖形推理測驗。台北:中國行為科學社。  延伸查詢new window
3.Hastie, T.、Tibshirani, R.、Friedman, J. H.(2001)。The Elements of Statistical Learning, Data Mining, Inference, and Prediction。New York:Springer-Verlag。  new window
4.James, G.、Witten, D.、Hastie, T.、Tibshirani, R.(2013)。An introduction to statistical learning with Applications in R。New York, NY:Springer。  new window
5.王銘琬(2017)。迎接AI新時代:用圍棋理解人工智慧。台北:遠流。  延伸查詢new window
6.夏大銘、蕭正浩、林書陽(2017)。Master的一手。台北:鳴祝出版社。  延伸查詢new window
7.Gobet, F.、Retschitzki, J.、De Voogt, A.(2004)。Moves in Mind: The Psychology of Board Games。Psychology Press。  new window
8.Jolliffe, I. T.(1986)。Principal Component Analysis and Factor Analysis。New York, NY:Springer。  new window
9.Keene, R.、Levy, D. N.(1991)。How to Bear Your Chess Computer。London:Batsford Ltd。  new window
單篇論文
1.Ba, J.,Mnih, V.,Kavukcuoglu, K.(2014)。Multiple Object Recognition with Visual Attention(1412.7755)。  new window
2.Blundell, C.,Uria, B.,Pritzel, A.,Li, Y.,Ruderman, A.,Leibo, J. Z.(2016)。Model-Free Episodic Control(1606.04460)。  new window
3.Mnih, V.,Heess, N.,Graves, A.,Kavukcuoglu, K.(2014)。Recurrent Models of Visual Attention(1406.6247)。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
:::
QR Code
QRCODE