Computers and Games: First International Conference, CG’98 Tsukuba, Japan, November 11–12, 1998 Proceedings

Author:   H. Jaap van den Herik ,  Hiroyuki Iida
Publisher:   Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Edition:   1999 ed.
Volume:   1558
ISBN:  

9783540657668


Pages:   335
Publication Date:   24 March 1999
Format:   Paperback
Availability:   Awaiting stock   Availability explained
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Computers and Games: First International Conference, CG’98 Tsukuba, Japan, November 11–12, 1998 Proceedings


Overview

This text constitutes the refereed post-proceedings of the First International Conference on Computer and Games, CG'98, held in Tsukuba, Japan in November 1998. The 21 revised full papers presented were selected after two rounds of reviewing from a total of 35 submissions. The book addresses all aspects of computers and games, including game playing programs, mathematical games learning algorithms, social and cognitive aspects, and game theory. The papers are organized in topical sections on search and strategies, learning and pattern acquisition theory, and Go, Tsume Shogi, and Heian Shogi.

Full Product Details

Author:   H. Jaap van den Herik ,  Hiroyuki Iida
Publisher:   Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Imprint:   Springer-Verlag Berlin and Heidelberg GmbH & Co. K
Edition:   1999 ed.
Volume:   1558
Dimensions:   Width: 15.50cm , Height: 1.80cm , Length: 23.50cm
Weight:   0.545kg
ISBN:  

9783540657668


ISBN 10:   3540657665
Pages:   335
Publication Date:   24 March 1999
Audience:   College/higher education ,  Professional and scholarly ,  Undergraduate ,  Postgraduate, Research & Scholarly
Format:   Paperback
Publisher's Status:   Active
Availability:   Awaiting stock   Availability explained
The supplier is currently out of stock of this item. It will be ordered for you and placed on backorder. Once it does come back in stock, we will ship it out for you.

Table of Contents

Search and Strategies.- Relevance Cuts: Localizing the Search.- Multi-cut Pruning in Alpha-Beta Search.- A Solution to the GHI Problem for Best-First Search.- Optimal Play against Best Defence: Complexity and Heuristics.- A Speculative Strategy.- An Adversarial Planning Approach to Go.- Learning and Pattern Acquisition.- First Results from Using Temporal Difference Learning in Shogi.- From Simple Features to Sophisticated Evaluation Functions.- A Two-Step Model of Pattern Acquisition: Application to Tsume-Go.- A Neural Network Program of Tsume-Go.- Distributed Decision Making in Checkers.- Theory.- Game Tree Algorithms and Solution Trees.- A New Heap Game.- Infinite Cyclic Impartial Games.- On the Complexity of Tsume-Go.- Extended Thermography for Multiple Kos in Go.- Go, Tsume-Shogi, and Heian-Shogi.- Computer Go: A Research Agenda.- Estimating the Possible Omission Number for Groups in Go by the Number of n-th Dame.- Relations between Skill and the Use of Terms.- A Survey of Tsume-Shogi Programs Using Variable-Depth Search.- Retrograde Analysis of the KGK Endgame in Shogi: Its Implications for Ancient Heian Shogi.

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