Computers and Games: 6th International Conference, CG 2008, Beijing, China, September 29 - October 1, 2008. Proceedings

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This book constitutes the refereed proceedings of the 6th International Conference on Computers and Games, CG 2008, held in Beijing, China, in September/October 2008 co-located with the 13th Computer Olympiad and the 16th World Computer-Chess Championship.

The 24 revised full papers presented were carefully reviewed and selected from 40 submissions. The papers cover all aspects of artificial intelligence in computer-game playing dealing with many different research topics, such as cognition, combinatorial game theory, search, knowledge representation, and optimization.

Author(s): Maarten P. D. Schadd, Mark H. M. Winands, H. Jaap van den Herik (auth.), H. Jaap van den Herik, Xinhe Xu, Zongmin Ma, Mark H. M. Winands (eds.)
Series: Lecture Notes in Computer Science 5131 : Theoretical Computer Science and General Issues
Edition: 1
Publisher: Springer-Verlag Berlin Heidelberg
Year: 2008

Language: English
Pages: 275
Tags: Discrete Mathematics in Computer Science; Numeric Computing; Probability and Statistics in Computer Science; Artificial Intelligence (incl. Robotics); Algorithm Analysis and Problem Complexity; Data Structures

Front Matter....Pages -
Single-Player Monte-Carlo Tree Search....Pages 1-12
Amazons Discover Monte-Carlo....Pages 13-24
Monte-Carlo Tree Search Solver....Pages 25-36
An Analysis of UCT in Multi-player Games....Pages 37-49
Multi-player Go....Pages 50-59
Parallel Monte-Carlo Tree Search....Pages 60-71
A Parallel Monte-Carlo Tree Search Algorithm....Pages 72-80
Using Artificial Boundaries in the Game of Go....Pages 81-91
A Fast Indexing Method for Monte-Carlo Go....Pages 92-101
An Improved Safety Solver in Go Using Partial Regions....Pages 102-112
Whole-History Rating: A Bayesian Rating System for Players of Time-Varying Strength....Pages 113-124
Frequency Distribution of Contextual Patterns in the Game of Go....Pages 125-134
A New Proof-Number Calculation Technique for Proof-Number Search....Pages 135-145
About the Completeness of Depth-First Proof-Number Search....Pages 146-156
Weak Proof-Number Search....Pages 157-168
Cognitive Modeling of Knowledge-Guided Information Acquisition in Games....Pages 169-179
Knowledge Inferencing on Chinese Chess Endgames....Pages 180-191
Learning Positional Features for Annotating Chess Games: A Case Study....Pages 192-204
Extended Null-Move Reductions....Pages 205-216
GTQ: A Language and Tool for Game-Tree Analysis....Pages 217-228
Probing the 4-3-2 Edge Template in Hex....Pages 229-240
The Game of Synchronized Domineering....Pages 241-251
A Retrograde Approximation Algorithm for Multi-player Can’t Stop....Pages 252-263
AWT: Aspiration with Timer Search Algorithm in Siguo....Pages 264-274
Back Matter....Pages -