Computers and games : second international conference, CG 2000, Hamamatsu, Japan, October 26 28, 2000 : revise
Author: CG 2000 (2000 : Hamamatsu-shi, Japan), Marsland, T. Anthony, Frank, Ian, 1967-
Added by: sketch
Added Date: 2015-12-30
Language: eng
Subjects: Computer games, Game theory, Microcomputers, jeu échecs, complexité, fouille donnée, stratégie recherche, agent intelligent, apprentissage, jeu informatique, Micro-ordinateurs, Jeux d'ordinateur, Kunstmatige intelligentie, Speltheorie, Patroonherkenning, Zoekstrategieën, Ludiciels, Computerspiel, Komplexitätstheorie, Kongress, Spielstrategie, Spieltheorie, Kongress, Spielstrategie, Spieltheorie, Computerspiel, Komplexitätstheorie, Spielstrategie, Spieltheorie
Publishers: Berlin ; New York : Springer
Collections: folkscanomy miscellaneous, folkscanomy, additional collections
ISBN Number: 3540430806, 9783540430803
Pages Count: 300
PPI Count: 300
PDF Count: 1
Total Size: 239.13 MB
PDF Size: 8.94 MB
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Last Modified: 2022-03-10 19:14:00
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Description
Author: Tony Marsland, Ian Frank
Published by Springer Berlin Heidelberg
ISBN: 978-3-540-43080-3
DOI: 10.1007/3-540-45579-5
Table of Contents:
- A Least-Certainty Heuristic for Selective Search
- Lambda-Search in Game Trees — with Application to Go
- Abstract Proof Search
- Solving Kriegspiel-Like Problems: Examining Efficient Search Methods
- Strategies for the Automatic Construction of Opening Books
- Awari Retrograde Analysis
- Construction of Chinese Chess Endgame Databases by Retrograde Analysis
- Learning from Perfection
- Chess Neighborhoods, Function Combination, and Reinforcement Learning
- Learning a Go Heuristic with Tilde
- Learning Time Allocation Using Neural Networks
- The Complexity of Graph Ramsey Games
- Virus Versus Mankind
- Creating Difficult Instances of the Post Correspondence Problem
- Integer Programming Based Algorithms for Peg Solitaire Problems
- Ladders Are PSPACE-Complete
- Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphs
- New Self-Play Results in Computer Chess
- SUPER-SOMA — Solving Tactical Exchanges in Shogi without Tree Searching
- A Shogi Processor with a Field Programmable Gate Array
Includes bibliographical references and index
A Least-Certainty Heuristic for Selective Search / Paul E. Utgoff and Richard P. Cochran -- Lambda-Search in Game Trees -- with Application to Go / Thomas Thomsen -- Abstract Proof Search / Tristan Cazenave -- Solving Kriegspiel-Like Problems: Examining Efficient Search Methods / Makoto Sakuta and Hiroyuki Iida -- Strategies for the Automatic Construction of Opening Books / Thomas R. Lincke -- Awari Retrograde Analysis / Roel van der Goot -- Construction of Chinese Chess Endgame Databases by Retrograde Analysis / Haw-ren Fang, Tsan-sheng Hsu and Shun-chin Hsu -- Learning from Perfection. A Data Mining Approach to Evaluation Function Learning in Awari / Jack van Rijswijck -- Chess Neighborhoods, Function Combination, and Reinforcement Learning / Robert Levinson and Ryan Weber -- Learning a Go Heuristic with Tilde / Jan Ramon, Tom Francis and Hendrik Blockeel -- Learning Time Allocation Using Neural Networks / Levente Kocsis, Jos Uiterwijk and Jaap van den Herik -- The Complexity of Graph Ramsey Games / Wolfgang Slany -- Virus Versus Mankind / Aviezri S. Fraenkel -- Creating Difficult Instances of the Post Correspondence Problem / Richard J. Lorentz -- Integer Programming Based Algorithms for Peg Solitaire Problems / Masashi Kiyomi and Tomomi Matsui -- Ladders Are PSPACE-Complete / Marcel Crasmaru and John Tromp -- Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphs / Michael Buro -- New Self-Play Results in Computer Chess / Ernst A. Heinz -- SUPER-SOMA -- Solving Tactical Exchanges in Shogi without Tree Searching / Jeff Rollason -- A Shogi Processor with a Field Programmable Gate Array / Youhei Hori, Minenobu Seki and Reijer Grimbergen / [and others] -- Plausible Move Generation Using Move Merit Analysis with Cut-Off Thresholds in Shogi / Reijer Grimbergen -- Abstraction Methods for Game Theoretic Poker / Jiefu Shi and Michael L. Littman -- Reasoning by Agents in Computer Bridge Bidding / Takahisa Ando and Takao Uehara -- Linguistic Geometry for Solving War Games / Boris Stilman -- Physics and Ecology of Rock-Paper-Scissors Game / Kei-ichi Tainaka -- Review: Computer Language Games / Michael L. Littman -- Review: Computer Go 1984-2000 / Martin Muller -- Review: Intelligent Agents for Computer Games / Alexander Nareyek -- Review: RoboCup through 2000 / Itsuki Noda and Ian Frank -- Review: Computer Shogi through 2000 / Takenobu Takizawa and Reijer Grimbergen