Jonathan Schaeffer

According to our database1, Jonathan Schaeffer authored at least 206 papers between 1983 and 2017.

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Bibliography

2017
The compressed differential heuristic.
AI Commun., 2017

2016
Improved Heuristic and Tie-Breaking for Optimally Solving Sokoban.
Proceedings of the Twenty-Fifth International Joint Conference on Artificial Intelligence, 2016

2014
Enhanced Partial Expansion A.
J. Artif. Intell. Res., 2014

A Comparison of Knowledge-Based GBFS Enhancements and Knowledge-Free Exploration.
Proceedings of the Twenty-Fourth International Conference on Automated Planning and Scheduling, 2014

Worst-Case Solution Quality Analysis When Not Re-Expanding Nodes in Best-First Search.
Proceedings of the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014

2013
Optimal-Generation Variants of EPEA.
Proceedings of the Sixth Annual Symposium on Combinatorial Search, 2013

ScriptEase II: Platform Independent Story Creation Using High-Level Patterns.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

2012
A* Variants for Optimal Multi-Agent Pathfinding.
Proceedings of the Fifth Annual Symposium on Combinatorial Search, 2012

Partial-Expansion A* with Selective Node Generation.
Proceedings of the Fifth Annual Symposium on Combinatorial Search, 2012

ArvandHerd: Parallel Planning with a Portfolio.
Proceedings of the ECAI 2012, 2012

A* Variants for Optimal Multi-Agent Pathfinding.
Proceedings of the Multiagent Pathfinding, Papers from the 2012 AAAI Workshop, 2012

Partial-Expansion A* with Selective Node Generation.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012

2011
A GGP Feature Learning Algorithm.
KI, 2011

Inconsistent heuristics in theory and practice.
Artif. Intell., 2011

Abstract: Block A* and Any-Angle Path-Planning.
Proceedings of the Fourth Annual Symposium on Combinatorial Search, 2011

The Compressed Differential Heuristic.
Proceedings of the Fourth Annual Symposium on Combinatorial Search, 2011

Degrees of Separation in Social Networks.
Proceedings of the Fourth Annual Symposium on Combinatorial Search, 2011

Any-Angle Path Planning for Computer Games.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

A Demonstration of ScriptEase II.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

Block A*: Database-Driven Search with Applications in Any-Angle Path-Planning.
Proceedings of the Twenty-Fifth AAAI Conference on Artificial Intelligence, 2011

The Compressed Differential Heuristic.
Proceedings of the Twenty-Fifth AAAI Conference on Artificial Intelligence, 2011

2010
Computer-game construction: A gender-neutral attractor to Computing Science.
Computers & Education, 2010

Simultaneously Searching with Multiple Settings: An Alternative to Parameter Tuning for Suboptimal Single-Agent Search Algorithms.
Proceedings of the Third Annual Symposium on Combinatorial Search, 2010

Single-Frontier Bidirectional Search.
Proceedings of the Third Annual Symposium on Combinatorial Search, 2010

Portal-Based True-Distance Heuristics for Path Finding.
Proceedings of the Third Annual Symposium on Combinatorial Search, 2010

Automating Layouts of Sewers in Subdivisions.
Proceedings of the ECAI 2010, 2010

Simultaneously Searching with Multiple Settings: An Alternative to Parameter Tuning for Suboptimal Single-Agent Search Algorithms.
Proceedings of the 20th International Conference on Automated Planning and Scheduling, 2010

Single-Frontier Bidirectional Search.
Proceedings of the Twenty-Fourth AAAI Conference on Artificial Intelligence, 2010

2009
Deferring design pattern decisions and automating structural pattern changes using a design-pattern-based programming system.
ACM Trans. Program. Lang. Syst., 2009

Extending the Applicability of Pattern and Endgame Databases.
IEEE Trans. Comput. Intellig. and AI in Games, 2009

A* Search with Inconsistent Heuristics.
Proceedings of the IJCAI 2009, 2009

Memory-Based Heuristics for Explicit State Spaces.
Proceedings of the IJCAI 2009, 2009

A demonstration of the Polaris poker system.
Proceedings of the 8th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2009), 2009

Computer (and Human) Perfection at Checkers.
Proceedings of the Advances in Artificial Intelligence, 2009

2008
Dynamic Control in Real-Time Heuristic Search.
J. Artif. Intell. Res., 2008

Interactive story authoring: A viable form of creative expression for the classroom.
Computers & Education, 2008

Duality in permutation state spaces and the dual search algorithm.
Artif. Intell., 2008

Multidisciplinary students and instructors: a second-year games course.
Proceedings of the 39th SIGCSE Technical Symposium on Computer Science Education, 2008

Using abstraction in Two-Player Games.
Proceedings of the ECAI 2008, 2008

Learning from Multiple Heuristics.
Proceedings of the Twenty-Third AAAI Conference on Artificial Intelligence, 2008

2007
ScriptEase: A generative/adaptive programming paradigm for game scripting.
Sci. Comput. Program., 2007

Game Over: Black to Play and Draw in Checkers.
ICGA Journal, 2007

Report on the AIIDE'07 Conference.
AI Magazine, 2007

The games computers play...: perfectly.
Proceedings of the 38th SIGCSE Technical Symposium on Computer Science Education, 2007

Partial Pattern Databases.
Proceedings of the Abstraction, 2007

Fast Planning with Iterative Macros.
Proceedings of the IJCAI 2007, 2007

Dynamic Control in Path-Planning with Real-Time Heuristic Search.
Proceedings of the Seventeenth International Conference on Automated Planning and Scheduling, 2007

A Demonstration of SQUEGE: A CRPG Sub-Quest Generator.
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007

A Demonstration of ScriptEase Motivational Ambient and Latent Behaviors for Computer RPGs.
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007

Motivational Ambient and Latent Behaviors in Computer RPGs.
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007

Inconsistent Heuristics.
Proceedings of the Twenty-Second AAAI Conference on Artificial Intelligence, 2007

A Demonstration of ScriptEase Interruptible and Resumable Behaviors for CRPGs.
Proceedings of the Twenty-Second AAAI Conference on Artificial Intelligence, 2007

2006
Learning to Have Fun.
Proceedings of the Knowledge Discovery in Databases: PKDD 2006, 2006

Evaluating pattern catalogs: the computer games experience.
Proceedings of the 28th International Conference on Software Engineering (ICSE 2006), 2006

Automatic Story Generation for Computer Role-Playing Games.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

A Demonstration of ScriptEase Ambient and PC-Interactive Behavior Generation for Computer Role-Playing Games.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

Automatic Generation of Search Engines.
Proceedings of the Advances in Computer Games, 11th International Conference, 2006

Partial Information Endgame Databases.
Proceedings of the Advances in Computer Games, 11th International Conference, 2006

Dual Search in Permutation State Spaces.
Proceedings of the Proceedings, 2006

ScriptEase - Motivational Behaviors for Interactive Characters in Computer Role-Playing Games.
Proceedings of the Proceedings, 2006

2005
Asserting the utility of CO2P3S using the Cowichan Problem Set.
J. Parallel Distrib. Comput., 2005

Macro-FF: Improving AI Planning with Automatically Learned Macro-Operators.
J. Artif. Intell. Res., 2005

Solving Checkers: First Result.
ICGA Journal, 2005

Using Generative Design Patterns to Develop Network Server Applications.
Proceedings of the 19th International Parallel and Distributed Processing Symposium (IPDPS 2005), 2005

A Demonstration of the ScriptEase Approach to Ambient and Perceptive NPC Behaviors in Computer Role-Playing Games.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2005

Generating Ambient Behaviors in Computer Role-Playing Games.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2005

Solving Checkers.
Proceedings of the IJCAI-05, Proceedings of the Nineteenth International Joint Conference on Artificial Intelligence, Edinburgh, Scotland, UK, July 30, 2005

Dual Lookups in Pattern Databases.
Proceedings of the IJCAI-05, Proceedings of the Nineteenth International Joint Conference on Artificial Intelligence, Edinburgh, Scotland, UK, July 30, 2005

Interactive Story Writing in the Classroom: Using Computer Games.
Proceedings of the Digital Games Research Conference 2005, 2005

Monte Carlo Planning in RTS Games.
Proceedings of the 2005 IEEE Symposium on Computational Intelligence and Games (CIG05), 2005

Fringe Search: Beating A* at Pathfinding on Game Maps.
Proceedings of the 2005 IEEE Symposium on Computational Intelligence and Games (CIG05), 2005

Learning Partial-Order Macros from Solutions.
Proceedings of the Fifteenth International Conference on Automated Planning and Scheduling (ICAPS 2005), 2005

Interactive Story Writing Using ScriptEase.
Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference, 2005

2004
Pre-Searching.
ICGA Journal, 2004

ScriptEase: Generating Scripting Code for Computer Role-Playing Games.
Proceedings of the 19th IEEE International Conference on Automated Software Engineering (ASE 2004), 2004

ScriptEase: Generative Design Patterns for Computer Role-Playing Games.
Proceedings of the 19th IEEE International Conference on Automated Software Engineering (ASE 2004), 2004

Rethinking the Pipeline as Object-Oriented States with Transformations.
Proceedings of the 9th International Workshop on High-Level Programming Models and Supportive Environments (HIPS 2004), 2004

*-Minimax Performance in Backgammon.
Proceedings of the Computers and Games, 4th International Conference, 2004

Rediscovering *-Minimax Search.
Proceedings of the Computers and Games, 4th International Conference, 2004

Game-Tree Search with Adaptation in Stochastic Imperfect-Information Games.
Proceedings of the Computers and Games, 4th International Conference, 2004

Using Component Abstraction for Automatic Generation of Macro-Actions.
Proceedings of the Fourteenth International Conference on Automated Planning and Scheduling (ICAPS 2004), 2004

Temperature Discovery Search.
Proceedings of the Nineteenth National Conference on Artificial Intelligence, 2004

2003
Using generative design patterns to generate parallel code for a distributed memory environment.
Proceedings of the ACM SIGPLAN Symposium on Principles and Practice of Parallel Programming, 2003

TrellisDAG: A System for Structured DAG Scheduling.
Proceedings of the Job Scheduling Strategies for Parallel Processing, 2003

Multiple Agents Moving Target Search.
Proceedings of the IJCAI-03, 2003

Comparison of Different Grid Abstractions for Pathfinding on Maps.
Proceedings of the IJCAI-03, 2003

Approximating Game-Theoretic Optimal Strategies for Full-scale Poker.
Proceedings of the IJCAI-03, 2003

FastLSA: A Fast, Linear-Space, Parallel and Sequential Algorithm for Sequence Alignment.
Proceedings of the 32nd International Conference on Parallel Processing (ICPP 2003), 2003

Why Not Use a Pattern-Based Parallel Programming System?
Proceedings of the Euro-Par 2003. Parallel Processing, 2003

Pattern-Based AI Scripting Using ScriptEase.
Proceedings of the Advances in Artificial Intelligence, 2003

Building the Checkers 10-piece Endgame Databases.
Proceedings of the Advances in Computer Games, 2003

2002
Analysis of Transposition-Table-Driven Work Scheduling in Distributed Search.
IEEE Trans. Parallel Distrib. Syst., 2002

From patterns to frameworks to parallel programs.
Parallel Computing, 2002

Games, computers, and artificial intelligence.
Artif. Intell., 2002

The challenge of poker.
Artif. Intell., 2002

Generative Design Patterns.
Proceedings of the 17th IEEE International Conference on Automated Software Engineering (ASE 2002), 2002

Path-finding on a Grid.
Proceedings of the 6th Joint Conference on Information Science, 2002

Generating Parallel Programs from the Wavefront Design Pattern.
Proceedings of the 16th International Parallel and Distributed Processing Symposium (IPDPS 2002), 2002

Distributed Game-Tree Search Using Transposition Table Driven Work Scheduling.
Proceedings of the 31st International Conference on Parallel Processing (ICPP 2002), 2002

Pattern-Based Parallel Programming.
Proceedings of the 31st International Conference on Parallel Processing (ICPP 2002), 2002

Using Abstraction for Planning in Sokoban.
Proceedings of the Computers and Games, Third International Conference, CG 2002, Edmonton, 2002

Transposition Table Driven Work Scheduling in Distributed Game-Tree Search.
Proceedings of the Advances in Artificial Intelligence, 2002

Memory-Efficient A* Heuristics for Multiple Sequence Alignment.
Proceedings of the Eighteenth National Conference on Artificial Intelligence and Fourteenth Conference on Innovative Applications of Artificial Intelligence, July 28, 2002

2001
Sokoban: improving the search with relevance cuts.
Theor. Comput. Sci., 2001

Unifying single-agent and two-player search.
Inf. Sci., 2001

Technology Transfer from One High-Performance Search Engine to Another.
ICGA Journal, 2001

A Gamut of Games.
AI Magazine, 2001

Sokoban: Enhancing general single-agent search methods using domain knowledge.
Artif. Intell., 2001

Temporal Difference Learning Applied to a High-Performance Game-Playing Program.
Proceedings of the Seventeenth International Joint Conference on Artificial Intelligence, 2001

2000
APHID: Asynchronous Parallel Game-Tree Search.
J. Parallel Distrib. Comput., 2000

Optimizing Mutual Exclusion Synchronization in Explicitly Parallel Programs.
Proceedings of the Languages, 2000

Identifying and Validating Irregular Mutual Exclusion Synchronization in Explicitly Parallel Programs (Research Note).
Proceedings of the Euro-Par 2000, Parallel Processing, 6th International Euro-Par Conference, Munich, Germany, August 29, 2000

Generating Parallel Program Frameworks from Parallel Design Patterns.
Proceedings of the Euro-Par 2000, Parallel Processing, 6th International Euro-Par Conference, Munich, Germany, August 29, 2000

Unifying Single-Agent and Two-Player Search.
Proceedings of the Advances in Artificial Intelligence, 2000

The Games Computers (and People) Play.
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on on Innovative Applications of Artificial Intelligence, July 30, 2000

1999
Domain-Dependent Single-Agent Search Enhancements.
Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence, 1999

Object-Oriented Pattern-Based Parallel Programming with Automatically Generated Frameworks.
Proceedings of the 5th USENIX Conference on Object-Oriented Technologies & Systems, 1999

Transposition Table Driven Work Scheduling in Distributed Search.
Proceedings of the Sixteenth National Conference on Artificial Intelligence and Eleventh Conference on Innovative Applications of Artificial Intelligence, 1999

Using Probabilistic Knowledge and Simulation to Play Poker.
Proceedings of the Sixteenth National Conference on Artificial Intelligence and Eleventh Conference on Innovative Applications of Artificial Intelligence, 1999

1998
Experience with parallel programming using code templates.
Concurrency - Practice and Experience, 1998

Pattern Databases.
Computational Intelligence, 1998

Using PI/OT to Support Complex Parallel I/O.
IPPS/SPDP, 1998

Concurrent SSA Form in the Presence of Mutual Exclusion.
Proceedings of the 1998 International Conference on Parallel Processing (ICPP '98), 1998

Relevance Cuts: Localizing the Search.
Proceedings of the Computers and Games, First International Conference, 1998

Sokoban: Evaluating Standard Single-Agent Search Techniques in the Presence of Deadlock.
Proceedings of the Advances in Artificial Intelligence, 1998

Poker as Testbed for AI Research.
Proceedings of the Advances in Artificial Intelligence, 1998

Single-Agent Search in the Presence of Deadlocks.
Proceedings of the Fifteenth National Conference on Artificial Intelligence and Tenth Innovative Applications of Artificial Intelligence Conference, 1998

Opponent Modeling in Poker.
Proceedings of the Fifteenth National Conference on Artificial Intelligence and Tenth Innovative Applications of Artificial Intelligence Conference, 1998

1997
PI/OT: Parallel I/O Templates.
Parallel Computing, 1997

Kasparov versus Deep Blue: The Rematch.
ICGA Journal, 1997

One Jump Ahead: Challenging Human Supremacy in Checkers.
ICGA Journal, 1997

Searching with Uncertainty Cut-Offs.
ICGA Journal, 1997

A platform-independent graphical user interface for SEQSEE and XALIGN.
Computer Applications in the Biosciences, 1997

Pattern-Based Object-Oriented Parallel Programming.
Proceedings of the Scientific Computing in Object-Oriented Parallel Environments, 1997

Search Versus Knowledge in Game-Playing Programs Revisited.
Proceedings of the Fifteenth International Joint Conference on Artificial Intelligence, 1997

Safer Tuple Spaces.
Proceedings of the Coordination Languages and Models, Second International Conference, 1997

One jump ahead - challenging human supremacy in checkers.
Springer, ISBN: 978-0-387-94930-7, 1997

1996
Best-First Fixed-Depth Minimax Algorithms.
ICGA Journal, 1996

An experiment to measure the usability of parallel programming systems.
Concurrency - Practice and Experience, 1996

CHINOOK: The World Man-Machine Checkers Champion.
AI Magazine, 1996

Best-First Fixed-Depth Minimax Algorithms.
Artif. Intell., 1996

The APHID parallel αβ search algorithm.
Proceedings of the Eighth IEEE Symposium on Parallel and Distributed Processing, 1996

Views on template-based parallel programming.
Proceedings of the 1996 conference of the Centre for Advanced Studies on Collaborative Research, 1996

Searching with Pattern Databases.
Proceedings of the Advances in Artificial Intelligence, 1996

New Advances in Alpha-Beta Searching.
Proceedings of the 24th ACM Conference on Computer Science, 1996

Exploiting Graph Properties of Game Trees.
Proceedings of the Thirteenth National Conference on Artificial Intelligence and Eighth Innovative Applications of Artificial Intelligence Conference, 1996

1995
Tributes to Tony Scherzer.
ICGA Journal, 1995

Marion Tinsley: An Obituary.
ICGA Journal, 1995

Best-First Fixed-Depth Game-Tree Search in Practice.
Proceedings of the Fourteenth International Joint Conference on Artificial Intelligence, 1995

Performance debugging in the enterprise parallel programming system.
Proceedings of the 1995 Conference of the Centre for Advanced Studies on Collaborative Research, 1995

1994
Derek Oldbury (1924-1994): An Obituary.
ICGA Journal, 1994

Chinook Is World Checkers Champion!
ICGA Journal, 1994

Games: Planning and Learning.
ICGA Journal, 1994

Enterprise: current status and future directions.
Proceedings of the 1994 Conference of the Centre for Advanced Studies on Collaborative Research, October 31, 1994

1993
On the Versatility of Parallel Sorting by Regular Sampling.
Parallel Computing, 1993

The Enterprise model for developing distributed applications.
IEEE P&DT, 1993

Man versus Machine for the World Checkers Championship.
ICGA Journal, 1993

Comment on 'The Guard Heuristic'.
ICGA Journal, 1993

Man Versus Machine for the World Checkers Championship.
AI Magazine, 1993

The Object-Oriented Components of the Enterprise Parallel Programming Environment.
Proceedings of the TOOLS 1993: 11th International Conference on Technology of Object-Oriented Languages and Systems, 1993

Enterprise in context: assessing the usability of parallel programming environments.
Proceedings of the 1993 Conference of the Centre for Advanced Studies on Collaborative Research, 1993

1992
Parallel Sorting by Regular Sampling.
J. Parallel Distrib. Comput., 1992

ICCA to Move: +=.
ICGA Journal, 1992

A World Championship Caliber Checkers Program.
Artif. Intell., 1992

The Enterprise Distributed Programming Model.
Proceedings of the Programming Environments for Parallel Computing, 1992

1991
A Template-Based Approach to the Generation of Distributed Applications Using a Network of Workstations.
IEEE Trans. Parallel Distrib. Syst., 1991

Checkers: A Preview of What Will Happen in Chess?
ICGA Journal, 1991

A Difficult Search Problem.
ICGA Journal, 1991

The Role of Chess in Artificial Intelligence Research.
ICGA Journal, 1991

The Role of Chess in Artificial Intelligence Research.
Proceedings of the 12th International Joint Conference on Artificial Intelligence. Sydney, 1991

HCS: Adding Hierarchies to Classifier Systems.
Proceedings of the 4th International Conference on Genetic Algorithms, 1991

1990
The State of the Art.
ICGA Journal, 1990

A Rejoinder to the Response to a Comment on 'Distributed Game-Tree Search'.
ICGA Journal, 1990

Seconding a Grandmaster.
ICGA Journal, 1990

Chunking for Experience.
ICGA Journal, 1990

Empirical results with conspiracy numbers.
Computational Intelligence, 1990

Conspiracy Numbers.
Artif. Intell., 1990

1989
The History Heuristic and Alpha-Beta Search Enhancements in Practice.
IEEE Trans. Pattern Anal. Mach. Intell., 1989

Distributed Game-Tree Searching.
J. Parallel Distrib. Comput., 1989

Comment on 'Distributed Game-Tree Search'.
ICGA Journal, 1989

The Sixth World Computer-Chess Championship. Report on the ICCA Triennial Meeting.
ICGA Journal, 1989

An ICCA Re-Evaluation Function.
ICGA Journal, 1989

Perspectives on Falling from Grace.
ICGA Journal, 1989

Structuring Distributed Algorithms in a Workstation Environment: The FrameWorks Approach.
Proceedings of the International Conference on Parallel Processing, 1989

VCS: Variable Classifier Systems.
Proceedings of the 3rd International Conference on Genetic Algorithms, 1989

Representational Difficulties with Classifier Systems.
Proceedings of the 3rd International Conference on Genetic Algorithms, 1989

1988
Algorithms for Games.
ICGA Journal, 1988

Report on the 1st Soviet Computer-Chess Championship or Re-awakening a Sleeping Giant.
ICGA Journal, 1988

A VLSI Architecture for Image Composition.
Proceedings of the Advances in Computer Graphics Hardware III (Eurographics'88 Workshop), 1988

1987
A VLSI Multipresision Matrix Multiplier and Polynomial Evaluator.
J. Parallel Distrib. Comput., 1987

Speculative Computing.
ICGA Journal, 1987

An ICCA Evaluation Function, or a Self-Referential Statement, or the Treasurer's Report.
ICGA Journal, 1987

Experiments in Distributed Game-Tree Searching.
ICGA Journal, 1987

Low Overhead Alternatives to SSS.
Artif. Intell., 1987

1986
Experiments in Search and Knowledge.
ICGA Journal, 1986

Improved Parallel Alpha-Beta Search.
Proceedings of the Fall Joint Computer Conference, November 2-6, 1986, Dallas, Texas, USA, 1986

1985
Master Chess by Belle.
ICGA Journal, 1985

An M.Sc. Thesis: An Experiment in Distributed Game Tree Searching.
ICGA Journal, 1985

Solving equations of motion on a virtual tree machine.
Proceedings of the Selected Papers from the Second Conference on Parallel Processing for Scientific Computing, 1985

The Utility of Expert Knowledge.
Proceedings of the 9th International Joint Conference on Artificial Intelligence. Los Angeles, 1985

Information Acquisition in Minimal Window Search.
Proceedings of the 9th International Joint Conference on Artificial Intelligence. Los Angeles, 1985

Systolic polynomial evaluation and matrix multiplication with multiple precision.
Proceedings of the 7th IEEE Symposium on Computer Arithmetic, 1985

1984
The Relative Importance of Knowledge.
ICGA Journal, 1984

Computer vs Computer via Computer.
ICGA Journal, 1984

1983
The History Heuristic.
ICGA Journal, 1983

Long-range planning in computer chess.
Proceedings of the 1983 Annual Conference on Computers: extending the human resource, 1983


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