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Advances in computer games : many games, many challenges : proceedings of the ICGA/IFIP SG16 10th Advances in Computer Games Conference (ACG 10), November 24-27, 200, Graz, Styria, Austria

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Advances in computer games : many games, many challenges : proceedings of the ICGA/IFIP SG16 10th Advances in Computer Games Conference (ACG 10), November 24-27, 200, Graz, Styria, Austria
Original Title Advances in computer games : many games, many challenges : proceedings of the ICGA/IFIP SG16 10th Advances in Computer Games Conference (ACG 10), November 24-27, 200, Graz, Styria, Austria
Author Advances in Computer Games (Conference) (10th : 2003 : Graz, Austria), Herik, Jaap van den, editor, Iida, Hiroyuki, 1962- editor, Heinz, Ernst A., editor
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Topics Computer games, Artificial intelligence, Computer Science, Artificial Intelligence (incl. Robotics), Game Theory, Economics, Social and Behav. Sciences, The Computing Profession, User Interfaces and Human Computer Interaction, Jeux d’ordinateur, Intelligence artificielle, Artificial intelligence, Computer games
Publisher Springer US
Collection folkscanomy_miscellaneous, folkscanomy, additional_collections
Language English
Book Type EBook
Material Type Book
File Type PDF
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Scan Quality: Best No watermark
PDF Quality: Good
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Advances in Computer Games: Many Games, Many ChallengesAuthor: H. Jaap Van Den Herik, Hiroyuki Iida, Ernst A. Heinz Published by Springer US ISBN: 978-1-4757-4424-8 DOI: 10.1007/978-0-387-35706-5Table of Contents:Evaluation Function Tuning via Ordinal Correlation
First Experimental Results of ProbCut Applied to Chess
Search versus Knowledge: An Empirical Study of Minimax on KRK
Static Recognition of Potential Wins in KNNKB and KNNKN
Model Endgame Analysis
Chess Endgames: Data and Strategy
Evaluation in Go by a Neural Network Using Soft Segmentation
When One Eye is Sufficient: A Static Classification
DF-PN in Go: An Application to the One-Eye Problem
Learning to Score Final Positions in the Game of Go
Monte-Carlo Go Developments
Static Analysis by Incremental Computation in Go Programming
Building the Checkers 10-Piece Endgame Databases
The 7-Piece Perfect Play Lookup Database for the Game of Checkers
Search and Knowledge in Lines of Action
An Evaluation Function for Lines of Action
Solving 7×7 Hex: Virtual Connections and Game-State Reduction
Automated Identification of Patterns in Evaluation Functions
An Evaluation Function for the Game of Amazons
Opponent-Model Search in Bao: Conditions for a Successful ApplicationIncludes bibliographical references and indexThis book is the tenth in a well-established series, originally describing the progress of computer-chess research only. While chess has dominated AI work in intelligent game-playing for almost half a century, games presumably harder than chess, such as Go, have moved into the spotlight in recent years. The research reported on herein reflects this growing trend with just 6 out of the 24 works overall still focussing on chess, equally many concentrating on Go, and the remaining 12 relating to checkers, Lines of Action, and a variety of other gamesPrint version recordEvaluation Function Tuning via Ordinal Correlation — First Experimental Results of ProbCut Applied to Chess — Search versus Knowledge: An Empirical Study of Minimax on KRK — Static Recognition of Potential Wins in KNNKB and KNNKN — Model Endgame Analysis — Chess Endgames: Data and Strategy — Evaluation in Go by a Neural Network using Soft Segmentation — When One Eye is Sufficient: A Static Classification — DF-PN in Go: An Application to the One-Eye Problem — Learning to Score Final Positions in the Game of Go — Monte-Carlo Go Developments — Static Analysis by Incremental Computation in Go Programming — Building the Checkers 10-piece Endgame Databases — The 7-piece Perfect Play Lookup Database for the Game of Checkers — Search and Knowledge in Lines of Action — An Evaluation Function for Lines of Action — Solving 7 × 7 Hex: Virtual Connections and Game-State Reduction — Automated Identification of Patterns in Evaluation Functions — An Evaluation Function for the Game of Amazons — Opponent-Model Search in Bao: Conditions for a Successful Application — Computer Programming of Kriegspiel Endings: The Case of KR versus K — Searching with Analysis of Dependencies in a Solitaire Card Game — Solving the Oshi-Zumo Game — New Games Related to Old and New Sequences — Author IndexEvaluation Function Tuning via Ordinal Correlation — First Experimental Results of ProbCut Applied to Chess — Search versus Knowledge: An Empirical Study of Minimax on KRK — Static Recognition of Potential Wins in KNNKB and KNNKN — Model Endgame Analysis — Chess Endgames: Data and Strategy — Evaluation in Go by a Neural Network using Soft Segmentation — When One Eye is Sufficient: A Static Classification — DF-PN in Go: An Application to the One-Eye Problem — Learning to Score Final Positions in the Game of Go — Monte-Carlo Go Developments — Static Analysis by Incremental Computation in Go Programming — Building the Checkers 10-piece Endgame Databases — The 7-piece Perfect Play Lookup Database for the Game of Checkers — Search and Knowledge in Lines of Action — An Evaluation Function for Lines of Action — Solving 7 × 7 Hex: Virtual Connections and Game-State Reduction — Automated Identification of Patterns in Evaluation Functions — An Evaluation Function for the Game of Amazons — Opponent-Model Search in Bao: Conditions for a Successful Application — Computer Programming of Kriegspiel Endings: The Case of KR versus K — Searching with Analysis of Dependencies in a Solitaire Card Game — Solving the Oshi-Zumo Game — New Games Related to Old and New Sequences — Author Index
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