Computers and Games [electronic resource] : First International Conference, CG’98 Tsukuba, Japan, November 11–12, 1998 Proceedings / edited by H. Jaap Herik, Hiroyuki Iida.

By: Herik, H. Jaap [editor.]Contributor(s): Iida, Hiroyuki [editor.] | SpringerLink (Online service)Material type: TextTextLanguage: English Series: Lecture Notes in Computer Science: 1558Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg, 1999Description: XVIII, 335 p. online resourceContent type: text Media type: computer Carrier type: online resourceISBN: 9783540489573Subject(s): Computer science | Computer software | Artificial intelligence | Mathematical optimization | Management information systems | Computer Science | Algorithm Analysis and Problem Complexity | Artificial Intelligence (incl. Robotics) | Mathematics of Computing | Calculus of Variations and Optimal Control; Optimization | Business Information SystemsAdditional physical formats: Printed edition:: No titleDDC classification: 005.1 LOC classification: QA76.9.A43Online resources: Click here to access online
Contents:
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.
In: Springer eBooksSummary: 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.
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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.

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.

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