Advances in computer games : many games, many challenges : proceedings of the ICGA/IFIP SG16 10th Advances in
Author: Advances in Computer Games (Conference) (10th : 2003 : Graz, Austria), Herik, Jaap van den, editor, Iida, Hiroyuki, 1962- editor, Heinz, Ernst A., editor
Added by: sketch
Added Date: 2015-12-29
Language: eng
Subjects: 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
Publishers: Springer US
Collections: journals contributions, journals
ISBN Number: 9780387357065, 0387357068
Pages Count: 600
PPI Count: 600
PDF Count: 1
Total Size: 241.33 MB
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Last Modified: 2023-05-26 03:14:27
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Description
Author: H. Jaap Van Den Herik, Hiroyuki Iida, Ernst A. Heinz
Published by Springer US
ISBN: 978-1-4757-4424-8
DOI: 10.1007/978-0-387-35706-5
Table 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 Application
Includes bibliographical references and index
This 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 games
Print version record
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 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
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 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