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

Author:   H. Jaap van den Herik ,  Xinhe Xu ,  Zongmin Ma ,  Mark H.M. Winands
Publisher:   Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Edition:   2008 ed.
Volume:   5131
ISBN:  

9783540876076


Pages:   275
Publication Date:   12 September 2008
Format:   Paperback
Availability:   In Print   Availability explained
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Computers and Games: 6th International Conference, CG 2008 Beijing, China, September 29 - October 1, 2008. Proceedings


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Overview

This book contains the papers of the 6th Computers and Games Conference (CG 2008)held in Beijing, China. The conference took place from September 29 th to October 1, 2008 in conjunction with the 13 International Computer Games th Championship and the 16 World Computer Chess Championship. The Computers and Games conference series is a major international forum for researchers and developers interested in all aspects of arti?cial intelligence and computer game playing. The Beijing conference was de?nitively charact- ized by fresh ideas for a large variety of games. Earlier conferences took place in Tsukuba, Japan (1998),Hamamatsu, Japan (2000), Edmonton, Canada, (2002), Ramat-Gan, Israel (2004), and Turin, Italy (2006). The Programme Committee (PC) received 40 submissions. Each paper was initiallysenttoatleasttworeferees.Ifcon?ictingviewsonapaperwerereported, itwassenttoanadditionalreferee.Outofthe40submissions,onewaswithdrawn before the ?nal decisions weremade. With the help of many referees (listed after the preface), the PC accepted 24 papers for presentation at the conference and publication in these proceedings. Theabove-mentionedsetof24paperscoversawiderangeofcomputergames. Twelve of the games are played in practice by human players, viz., Go, We- ern Chess, Chinese Chess (Xiangqi), Japanese Chess (Shogi), Amazons, Chinese Checkers, Hearts, Hex, Lines of Action, Othello, Siguo, and Spades. Moreover, there was onepuzzle, viz., SameGame, andtwo theoreticalgames,viz., Synch- nized Domineering and multi-player Can't Stop. Thepapersdealwithmanydi?erentresearchtopicsincludingcognition,c- binatorial game theory, search, knowledge representation, and optimization. We hope that the readerswill enjoy the researche?orts of the authors.Below we provide a brief outline of the 24 contributions, in the order in which they are printed in the book.

Full Product Details

Author:   H. Jaap van den Herik ,  Xinhe Xu ,  Zongmin Ma ,  Mark H.M. Winands
Publisher:   Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Imprint:   Springer-Verlag Berlin and Heidelberg GmbH & Co. K
Edition:   2008 ed.
Volume:   5131
Dimensions:   Width: 15.50cm , Height: 1.80cm , Length: 23.50cm
Weight:   0.431kg
ISBN:  

9783540876076


ISBN 10:   3540876073
Pages:   275
Publication Date:   12 September 2008
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Table of Contents

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.

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