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

Author:   Jonathan Schaeffer ,  Martin Müller ,  Yngvi Björnsson
Publisher:   Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Edition:   2003 ed.
Volume:   2883
ISBN:  

9783540205456


Pages:   436
Publication Date:   12 November 2003
Format:   Paperback
Availability:   In Print   Availability explained
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Computers and Games: Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002, Revised Papers


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Overview

This book constitutes the thoroughly refereed post-proceedings of the Third International Conference on Computers and Games, CG 2002, held in Edmonton, Alberta, Canada in July 2002.The 27 revised full papers presented were carefully selected during two rounds of reviewing and improvement. The papers are organized in topical sections on evaluation and learning, search, combinatorial games and theory opening and endgame databases, single-agent search and planning, and computer Go.

Full Product Details

Author:   Jonathan Schaeffer ,  Martin Müller ,  Yngvi Björnsson
Publisher:   Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Imprint:   Springer-Verlag Berlin and Heidelberg GmbH & Co. K
Edition:   2003 ed.
Volume:   2883
Dimensions:   Width: 15.50cm , Height: 2.30cm , Length: 23.50cm
Weight:   1.380kg
ISBN:  

9783540205456


ISBN 10:   3540205454
Pages:   436
Publication Date:   12 November 2003
Audience:   College/higher education ,  Professional and scholarly ,  General/trade ,  Tertiary & Higher Education ,  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

1: Evaluation and Learning.- Distinguishing Gamblers from Investors at the Blackjack Table.- MOUSE(?): A Self-teaching Algorithm that Achieved Master-Strength at Othello.- Investigation of an Adaptive Cribbage Player.- Learning a Game Strategy Using Pattern-Weights and Self-play.- 2: Search.- PDS-PN: A New Proof-Number Search Algorithm.- A Generalized Threats Search Algorithm.- Proof-Set Search.- A Comparison of Algorithms for Multi-player Games.- Selective Search in an Amazons Program.- Playing Games with Multiple Choice Systems.- The Neural MoveMap Heuristic in Chess.- Board Maps and Hill-Climbing for Opening and Middle Game Play in Shogi.- 3: Combinatorial Games/Theory.- Solitaire Clobber.- Complexity of Error-Correcting Codes Derived from Combinatorial Games.- Analysis of Composite Corridors.- 4: Opening/Endgame Databases.- New Winning and Losing Positions for 7x7 Hex.- Position-Value Representation in Opening Books.- Indefinite Sequence of Moves in Chinese Chess Endgames.- 5: Commercial Games.- ORTS: A Hack-Free RTS Game Environment.- Causal Normalization: A Methodology for Coherent Story Logic Design in Computer Role-Playing Games.- A Structure for Modern Computer Narratives.- 6: Single-Agent Search/Planning.- Tackling Post's Correspondence Problem.- Perimeter Search Performance.- Using Abstraction for Planning in Sokoban.- 7: Computer Go.- A Small Go Board Study of Metric and Dimensional Evaluation Functions.- Local Move Prediction in Go.- Evaluating Kos in a Neutral Threat Environment: Preliminary Results.

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