Computers and games : 6th international conference, CG 2008, Beijing, China, September 29 - October 1, 2008 ; proceedings / H. Jaap van den Herik [and others] (eds.).
Material type:
TextSeries: Lecture notes in computer science ; 5131.Publication details: Berlin : Springer, 2008.Description: 1 online resource (xii, 274 pages) : illustrationsContent type: - text
- computer
- online resource
- 9783540876083
- 3540876081
- 9783540876076
- 3540876073
- CG 2008
- 794.8/1526 22
- QA76.5 .C4166 2008eb
| Item type | Current library | Collection | Call number | Status | Date due | Barcode | Item holds | |
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eBook
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e-Library | eBook LNCS | Available |
Includes bibliographical references and index.
Print version record.
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.
Single-Player Monte-Carlo Tree Search -- Amazons Discover Monte-Carlo -- Monte-Carlo Tree Search Solver -- An Analysis of UCT in Multi-player Games -- Multi-player Go -- Parallel Monte-Carlo Tree Search -- A Parallel Monte-Carlo Tree Search Algorithm -- Using Artificial Boundaries in the Game of Go -- A Fast Indexing Method for Monte-Carlo Go -- An Improved Safety Solver in Go Using Partial Regions -- Whole-History Rating: A Bayesian Rating System for Players of Time-Varying Strength -- Frequency Distribution of Contextual Patterns in the Game of Go -- A New Proof-Number Calculation Technique for Proof-Number Search -- About the Completeness of Depth-First Proof-Number Search -- Weak Proof-Number Search -- Cognitive Modeling of Knowledge-Guided Information Acquisition in Games -- Knowledge Inferencing on Chinese Chess Endgames -- Learning Positional Features for Annotating Chess Games: A Case Study -- Extended Null-Move Reductions -- GTQ: A Language and Tool for Game-Tree Analysis -- Probing the 4-3-2 Edge Template in Hex -- The Game of Synchronized Domineering -- A Retrograde Approximation Algorithm for Multi-player Can't Stop -- AWT: Aspiration with Timer Search Algorithm in Siguo.