Computers and Games: Second International Conference, CG 2000 Hamamatsu, Japan, October 26–28, 2000 Revised Papers

This document was uploaded by one of our users. The uploader already confirmed that they had the permission to publish it. If you are author/publisher or own the copyright of this documents, please report to us by using this DMCA report form.

Simply click on the Download Book button.

Yes, Book downloads on Ebookily are 100% Free.

Sometimes the book is free on Amazon As well, so go ahead and hit "Search on Amazon"

This book constitutes the thoroughly refereed postproceedings of the Second International Conference on Computers and Games, CG 2001, held in Hamamatsu, Japan in October 2000. The 23 revised full papers presented together with two invited contributions and five reviews were carefully refereed and selected during two rounds of reviewing and improvement. The papers are organized in topical sections on search and strategies, learning and pattern acquisition, theory and complexity issues, and further experiments on game; the reviews presented are on computer language games, computer Go, intelligent agents for computer games, RoboCup, and computer Shogi.

Author(s): Paul E. Utgoff, Richard P. Cochran (auth.), Tony Marsland, Ian Frank (eds.)
Series: Lecture Notes in Computer Science 2063
Edition: 1
Publisher: Springer-Verlag Berlin Heidelberg
Year: 2001

Language: English
Pages: 450
Tags: Mathematics of Computing; Artificial Intelligence (incl. Robotics); Algorithm Analysis and Problem Complexity; Data Structures; Computer Appl. in Administrative Data Processing

A Least-Certainty Heuristic for Selective Search....Pages 1-18
Lambda-Search in Game Trees — with Application to Go....Pages 19-38
Abstract Proof Search....Pages 39-54
Solving Kriegspiel-Like Problems: Examining Efficient Search Methods....Pages 55-73
Strategies for the Automatic Construction of Opening Books....Pages 74-86
Awari Retrograde Analysis....Pages 87-95
Construction of Chinese Chess Endgame Databases by Retrograde Analysis....Pages 96-114
Learning from Perfection....Pages 115-132
Chess Neighborhoods, Function Combination, and Reinforcement Learning....Pages 133-150
Learning a Go Heuristic with Tilde ....Pages 151-169
Learning Time Allocation Using Neural Networks....Pages 170-185
The Complexity of Graph Ramsey Games....Pages 186-203
Virus Versus Mankind....Pages 204-213
Creating Difficult Instances of the Post Correspondence Problem....Pages 214-228
Integer Programming Based Algorithms for Peg Solitaire Problems....Pages 229-240
Ladders Are PSPACE-Complete....Pages 241-249
Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphs....Pages 250-261
New Self-Play Results in Computer Chess....Pages 262-276
SUPER-SOMA — Solving Tactical Exchanges in Shogi without Tree Searching....Pages 277-296
A Shogi Processor with a Field Programmable Gate Array....Pages 297-314
Plausible Move Generation Using Move Merit Analysis with Cut-Off Thresholds in Shogi....Pages 315-332
Abstraction Methods for Game Theoretic Poker....Pages 333-345
Reasoning by Agents in Computer Bridge Bidding....Pages 346-364
Linguistic Geometry for Solving War Games....Pages 365-383
Physics and Ecology of Rock-Paper-Scissors Game....Pages 384-395
Review: Computer Language Games....Pages 396-404
Review: Computer Go 1984–2000....Pages 405-413
Review: Intelligent Agents for Computer Games....Pages 414-422
Review: RoboCup through 2000....Pages 423-432
Review: Computer Shogi through 2000....Pages 433-442