Computers and Games: Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002. Revised Papers

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The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu,Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton,Alberta,Canada),July25–27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Post’s Correspondence Problem).

Author(s): David Wolfe (auth.), Jonathan Schaeffer, Martin Müller, Yngvi Björnsson (eds.)
Series: Lecture Notes in Computer Science 2883
Edition: 1
Publisher: Springer-Verlag Berlin Heidelberg
Year: 2003

Language: English
Pages: 436
Tags: Discrete Mathematics in Computer Science; Data Structures; Algorithm Analysis and Problem Complexity; Numeric Computing; Probability and Statistics in Computer Science; Artificial Intelligence (incl. Robotics)

Front Matter....Pages -
Distinguishing Gamblers from Investors at the Blackjack Table....Pages 1-10
MOUSE ( μ ): A Self-teaching Algorithm that Achieved Master-Strength at Othello....Pages 11-28
Investigation of an Adaptive Cribbage Player....Pages 29-41
Learning a Game Strategy Using Pattern-Weights and Self-play....Pages 42-60
PDS-PN: A New Proof-Number Search Algorithm....Pages 61-74
A Generalized Threats Search Algorithm....Pages 75-87
Proof-Set Search....Pages 88-107
A Comparison of Algorithms for Multi-player Games....Pages 108-122
Selective Search in an Amazons Program....Pages 123-141
Playing Games with Multiple Choice Systems....Pages 142-153
The Neural MoveMap Heuristic in Chess....Pages 154-170
Board Maps and Hill-Climbing for Opening and Middle Game Play in Shogi....Pages 171-187
Solitaire Clobber....Pages 188-200
Complexity of Error-Correcting Codes Derived from Combinatorial Games....Pages 201-212
Analysis of Composite Corridors....Pages 213-229
New Winning and Losing Positions for 7×7 Hex....Pages 230-248
Position-Value Representation in Opening Books....Pages 249-263
Indefinite Sequence of Moves in Chinese Chess Endgames....Pages 264-279
ORTS: A Hack-Free RTS Game Environment....Pages 280-291
Causal Normalization: A Methodology for Coherent Story Logic Design in Computer Role-Playing Games....Pages 292-307
A Structure for Modern Computer Narratives....Pages 308-325
Tackling Post’s Correspondence Problem....Pages 326-344
Perimeter Search Performance....Pages 345-359
Using Abstraction for Planning in Sokoban....Pages 360-375
A Small Go Board Study of Metric and Dimensional Evaluation Functions....Pages 376-392
Local Move Prediction in Go....Pages 393-412
Evaluating Kos in a Neutral Threat Environment: Preliminary Results....Pages 413-428
Back Matter....Pages -