Computers and Games: Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002, Revised PapersJonathan 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). |
İçindekiler
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 Methodology for Coherent Story Logic Design | 292 |
A Structure for Modern Computer Narratives | 308 |
SingleAgent SearchPlanning | 326 |
Perimeter Search Performance | 345 |
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 |
Analysis of Composite Corridors | 213 |
Using Abstraction for Planning in Sokoban Adi Botea Martin Müller and Jonathan Schaeffer | 360 |
A Small Go Board Study of Metric | 376 |
Local Move Prediction in Go | 393 |
Preliminary Results | 413 |
429 | |
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abstract amazon moves analysis approach Artificial Intelligence assault Black branching factor candidate moves cards castle formations causal checking indefinitely Chinese checkers Chinese chess Clobber Computer Chess Computer Science configuration defined disproof numbers distance-to-check endgame endgame databases evaluation function example experiments game tree games played graph heuristic value Hex game implementation influence region instances leaf nodes learning set legal moves LocalPattern maxn method metric Mino move ordering narrative neural network node sets opening book opponent optimal pair parameter pattern pattern-weight performance perimeter depth perimeter search Petri Net pieces player possible problem proof numbers proof set proof-number search propagation pruning retrograde analysis Schaeffer score search algorithm search depth search tree Sect selected sequence shogi simulation Sokoban solution solve special rules Springer-Verlag square Static rook stones strategy Table Theorem threat transposition table update vector White