Ken C.L. Wong, Satyananda Kashyap, et al.
Pattern Recognition Letters
It is shown that, given an arbitrary GO position on an n × n board, the problem of determining the winner is Pspace hard. New techniques are exploited to overcome the difficulties arising from the planar nature of board games. In particular, it is proved that GO is Pspace hard by reducing a Pspace-complete set, TQBF, to a game called generalized geography, then to a planar version of that game, and finally to GO. © 1980, ACM. All rights reserved.
Ken C.L. Wong, Satyananda Kashyap, et al.
Pattern Recognition Letters
Harsha Kokel, Aamod Khatiwada, et al.
VLDB 2025
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SCML 2024
Susan L. Spraragen
International Conference on Design and Emotion 2010