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Computers and Games

First International Conference, CG’98 Tsukuba, Japan, November 11–12, 1998 Proceedings
Buch | Softcover
XVIII, 335 Seiten
1999 | 1999
Springer Berlin (Verlag)
978-3-540-65766-8 (ISBN)

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ThisbookcontainsthepaperspresentedattheFirstInternationalConferenceon Computers and Games (CG 98) held at the Electrotechnical Laboratory (ETL), in Tsukuba, Japan, on November 11-12, 1998. TheCG 98focusesonallaspectsofresearchrelatedtocomputersandgames. Relevanttopics include, but arenotlimited to,the currentstate ofgame-playing programs. The book contains new theoretical developments in game-related - search, general scienti c contributions produced by the study of games, social aspects of computer games, mathematical games, cognitive research of how - mans play games, and so on. As this volume shows, CG 98 is an international conference, with participants from many di erent countries who have di erent backgrounds and hence exhibit di erent views on computers and games. The Conference was the rst one in a series of conferences on this topic. It was a direct follow-up of many successful computer-games-relatedevents held in Japan, such as the series of four Game Programming Workshops (GPW 94 to GPW 97) and the IJCAI-97 Workshop on Computer Games. The technical program consisted of a keynote lecture, titled: Predictions (by H.J. van den Herik), and 21 presentations of accepted papers. The conference was preceded by an informal Workshop on November 10, 1998. The Program Committee (PC) received 35 submissions. Eachpaper was sent to three referees, who were selected on the basis of their expert knowledge. Twelve papers were acceptedimmediately,12paperswerenotaccepted,and11paperswerereturned to the authors with the request to improve them, and with the statement that they would be refereed again. Finally, with the help of many referees (see the endofthis preface),the PCaccepted21papers forpresentationandpublication.

Search and Strategies.- Relevance Cuts: Localizing the Search.- Multi-cut Pruning in Alpha-Beta Search.- A Solution to the GHI Problem for Best-First Search.- Optimal Play against Best Defence: Complexity and Heuristics.- A Speculative Strategy.- An Adversarial Planning Approach to Go.- Learning and Pattern Acquisition.- First Results from Using Temporal Difference Learning in Shogi.- From Simple Features to Sophisticated Evaluation Functions.- A Two-Step Model of Pattern Acquisition: Application to Tsume-Go.- A Neural Network Program of Tsume-Go.- Distributed Decision Making in Checkers.- Theory.- Game Tree Algorithms and Solution Trees.- A New Heap Game.- Infinite Cyclic Impartial Games.- On the Complexity of Tsume-Go.- Extended Thermography for Multiple Kos in Go.- Go, Tsume-Shogi, and Heian-Shogi.- Computer Go: A Research Agenda.- Estimating the Possible Omission Number for Groups in Go by the Number of n-th Dame.- Relations between Skill and the Use of Terms.- A Survey of Tsume-Shogi Programs Using Variable-Depth Search.- Retrograde Analysis of the KGK Endgame in Shogi: Its Implications for Ancient Heian Shogi.

Erscheint lt. Verlag 24.3.1999
Reihe/Serie Lecture Notes in Computer Science
Zusatzinfo XVIII, 335 p. 122 illus., 7 illus. in color.
Verlagsort Berlin
Sprache englisch
Maße 155 x 235 mm
Gewicht 539 g
Themenwelt Informatik Theorie / Studium Algorithmen
Informatik Theorie / Studium Künstliche Intelligenz / Robotik
Informatik Weitere Themen Computerspiele
Mathematik / Informatik Mathematik Wahrscheinlichkeit / Kombinatorik
Schlagworte Algorithm analysis and problem complexity • Algorithmic Learning • algorithms • Computer Games • learning • Mathematical Games • Pattern Acquisition • search strategies • service-oriented computing
ISBN-10 3-540-65766-5 / 3540657665
ISBN-13 978-3-540-65766-8 / 9783540657668
Zustand Neuware
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