Computers and Games: First International Conference, CG'98 Tsukuba, Japan, November 11-12, 1998 Proceedings

Computers and Games: First International Conference, CG'98 Tsukuba, Japan, November 11-12, 1998 Proceedings

Computers and Games: First International Conference, CG'98 Tsukuba, Japan, November 11-12, 1998 Proceedings

Computers and Games: First International Conference, CG'98 Tsukuba, Japan, November 11-12, 1998 Proceedings

Paperback(1999)

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Overview

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.

Product Details

ISBN-13: 9783540657668
Publisher: Springer Berlin Heidelberg
Publication date: 04/28/1999
Series: Lecture Notes in Computer Science , #1558
Edition description: 1999
Pages: 335
Product dimensions: 6.10(w) x 9.25(h) x 0.03(d)

Table of 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.
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