Research Article

Mining Experiential Patterns from Game-Logs of Board Game

Table 7

Data records of the test in computer-computer mode. The computer player using experience patterns is denoted by CP1 and the other by CP2.

PlayerWtsAnepATMC (s)Wr (%)

CP156260.9193.33
CP2405.776.67

Note: Wts: winning times; Anep: average number of experiential patterns used in each game; ATMC: value of ATMC; and Wr: winning rate.