5th International Conference, CG 2006, Turin, Italy, May 29-31, 2006, Revised Papers Redaktion: Herik, H. Jaap Van Den; Donkers, H. (Jeroen) H. L.; Ciancarini, Paolo
5th International Conference, CG 2006, Turin, Italy, May 29-31, 2006, Revised Papers Redaktion: Herik, H. Jaap Van Den; Donkers, H. (Jeroen) H. L.; Ciancarini, Paolo
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This book constitutes the thoroughly refereed post-proceedings of the 5th International Conference on Computers and Games, CG 2006, co-located with the 14th World Computer-Chess Championship and the 11th Computer Olympiad. The 24 revised papers cover all aspects of artificial intelligence in computer-game playing. Topics addressed are evaluation and learning, search, combinatorial games and theory opening and endgame databases, single-agent search and planning, and computer Go.
This book constitutes the thoroughly refereed post-proceedings of the 5th International Conference on Computers and Games, CG 2006, co-located with the 14th World Computer-Chess Championship and the 11th Computer Olympiad. The 24 revised papers cover all aspects of artificial intelligence in computer-game playing. Topics addressed are evaluation and learning, search, combinatorial games and theory opening and endgame databases, single-agent search and planning, and computer Go.
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Inhaltsangabe
Computer Analysis of Chess Champions.- Automated Chess Tutor.- A New Heuristic Search Algorithm for Capturing Problems in Go.- An Open Boundary Safety-of-Territory Solver for the Game of Go.- Monte-Carlo Proof-Number Search for Computer Go.- Virtual Global Search: Application to 9×9 Go.- Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search.- Combinatorics of Go.- Abstracting Knowledge from Annotated Chinese-Chess Game Records.- Automatic Strategy Verification for Hex.- Feature Construction for Reinforcement Learning in Hearts.- A Skat Player Based on Monte-Carlo Simulation.- A Retrograde Approximation Algorithm for One-Player Can't Stop.- Improving Depth-First PN-Search: 1?+?? Trick.- Search Versus Knowledge Revisited Again.- Counting the Number of Three-Player Partizan Cold Games.- LUMINES Strategies.- Computing Proper Equilibria of Zero-Sum Games.- Comparative Study of Approximate Strategies for Playing Sum Games Based on Subgame Types.- On the Symbolic Computation of the Hardest Configurations of the RUSH HOUR Game.- Cheat-Proof Serverless Network Games.- Monte-Carlo Methods in Pool Strategy Game Trees.- Optimization of a Billiard Player - Tactical Play.- Gender and Cultural Differences (If Any!): South African School Children and Computer Games.
Computer Analysis of Chess Champions.- Automated Chess Tutor.- A New Heuristic Search Algorithm for Capturing Problems in Go.- An Open Boundary Safety-of-Territory Solver for the Game of Go.- Monte-Carlo Proof-Number Search for Computer Go.- Virtual Global Search: Application to 9×9 Go.- Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search.- Combinatorics of Go.- Abstracting Knowledge from Annotated Chinese-Chess Game Records.- Automatic Strategy Verification for Hex.- Feature Construction for Reinforcement Learning in Hearts.- A Skat Player Based on Monte-Carlo Simulation.- A Retrograde Approximation Algorithm for One-Player Can't Stop.- Improving Depth-First PN-Search: 1?+?? Trick.- Search Versus Knowledge Revisited Again.- Counting the Number of Three-Player Partizan Cold Games.- LUMINES Strategies.- Computing Proper Equilibria of Zero-Sum Games.- Comparative Study of Approximate Strategies for Playing Sum Games Based on Subgame Types.- On the Symbolic Computation of the Hardest Configurations of the RUSH HOUR Game.- Cheat-Proof Serverless Network Games.- Monte-Carlo Methods in Pool Strategy Game Trees.- Optimization of a Billiard Player - Tactical Play.- Gender and Cultural Differences (If Any!): South African School Children and Computer Games.
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