Computers and Games: 6th International Conference, CG 2008 Beijing, China, September 29 - October 1, 2008. Proceedings / Edition 1

Computers and Games: 6th International Conference, CG 2008 Beijing, China, September 29 - October 1, 2008. Proceedings / Edition 1

by H. Jaap van den Herik
     
 

ISBN-10: 3540876073

ISBN-13: 9783540876076

Pub. Date: 09/28/2008

Publisher: Springer Berlin Heidelberg

This book constitutes the refereed proceedings of the 6th International Conference on Computers and Games, CG 2008, held in Beijing, China, in September/October 2008 co-located with the 13th Computer Olympiad and the 16th World Computer-Chess Championship.

The 24 revised full papers presented were carefully reviewed and selected from 40 submissions. The papers

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Overview

This book constitutes the refereed proceedings of the 6th International Conference on Computers and Games, CG 2008, held in Beijing, China, in September/October 2008 co-located with the 13th Computer Olympiad and the 16th World Computer-Chess Championship.

The 24 revised full papers presented were carefully reviewed and selected from 40 submissions. The papers cover all aspects of artificial intelligence in computer-game playing dealing with many different research topics, such as cognition, combinatorial game theory, search, knowledge representation, and optimization.

Product Details

ISBN-13:
9783540876076
Publisher:
Springer Berlin Heidelberg
Publication date:
09/28/2008
Series:
Lecture Notes in Computer Science / Theoretical Computer Science and General Issues, #5131
Edition description:
2008
Pages:
275
Product dimensions:
6.10(w) x 9.10(h) x 0.50(d)

Table of Contents

Single-Player Monte-Carlo Tree Search.- Amazons Discover Monte-Carlo.- Monte-Carlo Tree Search Solver.- An Analysis of UCT in Multi-player Games.- Multi-player Go.- Parallel Monte-Carlo Tree Search.- A Parallel Monte-Carlo Tree Search Algorithm.- Using Artificial Boundaries in the Game of Go.- A Fast Indexing Method for Monte-Carlo Go.- An Improved Safety Solver in Go Using Partial Regions.- Whole-History Rating: A Bayesian Rating System for Players of Time-Varying Strength.- Frequency Distribution of Contextual Patterns in the Game of Go.- A New Proof-Number Calculation Technique for Proof-Number Search.- About the Completeness of Depth-First Proof-Number Search.- Weak Proof-Number Search.- Cognitive Modeling of Knowledge-Guided Information Acquisition in Games.- Knowledge Inferencing on Chinese Chess Endgames.- Learning Positional Features for Annotating Chess Games: A Case Study.- Extended Null-Move Reductions.- GTQ: A Language and Tool for Game-Tree Analysis.- Probing the 4-3-2 Edge Template in Hex.- The Game of Synchronized Domineering.- A Retrograde Approximation Algorithm for Multi-player Can’t Stop.- AWT: Aspiration with Timer Search Algorithm in Siguo.

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