Computers and Games [electronic resource] : 5th International Conference, CG 2006, Turin, Italy, May 29-31, 2006. Revised Papers / edited by H. Jaap Herik, Paolo Ciancarini, H. H. L. M. (Jeroen) Donkers.

By: Herik, H. Jaap [editor.]Contributor(s): Ciancarini, Paolo [editor.] | Donkers, H. H. L. M. (Jeroen) [editor.] | SpringerLink (Online service)Material type: TextTextLanguage: English Series: Lecture Notes in Computer Science: 4630Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg, 2007Description: online resourceContent type: text Media type: computer Carrier type: online resourceISBN: 9783540755388Subject(s): Computer science | Data structures (Computer science) | Computer software | Electronic data processing | Computational complexity | Artificial intelligence | Computer Science | Discrete Mathematics in Computer Science | Numeric Computing | Probability and Statistics in Computer Science | Artificial Intelligence (incl. Robotics) | Algorithm Analysis and Problem Complexity | Data StructuresAdditional physical formats: Printed edition:: No titleDDC classification: 004.0151 LOC classification: QA76.9.M35 Online resources: Click here to access online
Contents:
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.
In: Springer eBooksSummary: This book contains the papers of the Fifth Computers and Games Conference (CG 2006) held in Turin, Italy. The conference took place during May 29–31, th th 2006 in conjunction with the 11 Computer Olympiad and the 14 World Computer Chess Championship. The Computers and Games conference series is a major international forum for researchers and developers interested in all aspects of arti?cial intelligence and computer-game playing. The Turin conference was de?nitively charact- ized by fresh ideas for a great variety of games. Earlier conferences took place in Hamamatsu, Japan (2000), Edmonton, Canada, (2002), Ramat Gan, Israel (2004), and Taipei, Taiwan (2005). The Program Committee (PC) received 45 submissions. Each paper was i- tially sent to at least two referees. If con?icting views on a paper were reported, it wassentto anadditionalreferee.Outofthe 45submissions,2 werewithdrawn before the ?nal decisions weremade. With the help of manyreferees (listed after the preface), the PC accepted 24 papers for presentation at the conference and publication thereafter providedthat the authors submitted their contribution to a post-conference editing process. The two-step process was meant (i) to give authors the opportunity to include the results of the fruitful discussion after the lecture in their paper, and (ii) to maintain the high-quality threshold of the CG series. The authors enjoyed this procedure. Theabove-mentionedsetof24paperscoversawiderangeofcomputergames.
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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.

This book contains the papers of the Fifth Computers and Games Conference (CG 2006) held in Turin, Italy. The conference took place during May 29–31, th th 2006 in conjunction with the 11 Computer Olympiad and the 14 World Computer Chess Championship. The Computers and Games conference series is a major international forum for researchers and developers interested in all aspects of arti?cial intelligence and computer-game playing. The Turin conference was de?nitively charact- ized by fresh ideas for a great variety of games. Earlier conferences took place in Hamamatsu, Japan (2000), Edmonton, Canada, (2002), Ramat Gan, Israel (2004), and Taipei, Taiwan (2005). The Program Committee (PC) received 45 submissions. Each paper was i- tially sent to at least two referees. If con?icting views on a paper were reported, it wassentto anadditionalreferee.Outofthe 45submissions,2 werewithdrawn before the ?nal decisions weremade. With the help of manyreferees (listed after the preface), the PC accepted 24 papers for presentation at the conference and publication thereafter providedthat the authors submitted their contribution to a post-conference editing process. The two-step process was meant (i) to give authors the opportunity to include the results of the fruitful discussion after the lecture in their paper, and (ii) to maintain the high-quality threshold of the CG series. The authors enjoyed this procedure. Theabove-mentionedsetof24paperscoversawiderangeofcomputergames.

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