Computers and Games: Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002, Revised Papers

Ön Kapak
Jonathan Schaeffer, Martin Müller, Yngvi Björnsson
Springer Science & Business Media, 12 Kas 2003 - 436 sayfa
The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu,Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton,Alberta,Canada),July25–27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Post’s Correspondence Problem).
 

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Evaluation and Learning
1
Investigation of an Adaptive Cribbage Player
29
Learning a Game Strategy Using PatternWeights and Selfplay
42
Search
61
A Generalized Threats Search Algorithm
75
Computer
87
ProofSet Search
88
A Comparison of Algorithms for Multiplayer Games
108
OpeningEndgame Databases
230
PositionValue Representation in Opening Books
249
Indefinite Sequence of Moves in Chinese Chess Endgames
264
Commercial Games
280
A Structure for Modern Computer Narratives
308
SingleAgent SearchPlanning
326
Perimeter Search Performance
345
Using Abstraction for Planning in Sokoban
360

Selective Search in an Amazons Program
123
Playing Games with Multiple Choice Systems
142
Board Maps and HillClimbing for Opening
171
Combinatorial GamesTheory
188
Complexity of ErrorCorrecting Codes Derived
201
A Small Go Board Study of Metric
376
Local Move Prediction in Go
393
Preliminary Results
413
Author Index
429
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