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Advances in Computer Games : Many Games, Many Challenges - H. Jaap Herik

Advances in Computer Games

Many Games, Many Challenges

By: H. Jaap Herik (Editor), Hiroyuki Iida (Editor), Ernst A. Heinz (Editor)

Hardcover Published: 30th November 2003
ISBN: 9781402077098
Number Of Pages: 383

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1 feel privileged that the J(jh Advances in Computer Games Conference (ACG 10) takes place in Graz, Styria, Austria. It is the frrst time that Austria acts as host country for this major event. The series of conferences started in Edinburgh, Scotland in 1975 and was then held four times in England, three times in The Netherlands, and once in Germany. The ACG-10 conference in Graz is special in that it is organised together with the 11th World Computer- Chess Championship (WCCC), the Sth Computer Olympiad (CO), and the European Union Y outh Chess Championship. The 11 th WCCC and ACG 10 take place in the Dom im Berg (Dome in the Mountain), a high-tech space with multimedia equipment, located in the Schlossberg, in the centre of the city. The help of many sponsors (large and small) is gratefully acknowledged. They will make the organisation of this conference a success. In particular, 1 would like to thank the European Union for designating Graz as the Cultural Capital of Europe 2003. There are 24 accepted contributions by participants from all over the world: Europe, Japan, USA, and Canada. The specific research results ofthe ACG 10 are expected to tind their way to general applications. The results are described in the pages that follow. The international stature together with the technical importance of this conference reaffrrms the mandate of the International Computer Games Association (ICGA) to represent the computer-games community.

Foreword
Preface
Evaluation Function Tuning via Ordinal Correlationp. 1
First Experimental Results of ProbCut Applied to Chessp. 19
Search versus Knowledge: An Empirical Study of Minimax on KRKp. 33
Static Recognition of Potential Wins in KNNKB and KNNKNp. 45
Model Endgame Analysisp. 65
Chess Endgames: Data and Strategyp. 81
Evaluation in Go by a Neural Network using Soft Segmentationp. 97
When One Eye is Sufficient: A Static Classificationp. 109
DF-PN in Go: An Application to the One-Eye Problemp. 125
Learning to Score Final Positions in the Game of Gop. 143
Monte-Carlo Go Developmentsp. 159
Static Analysis by Incremental Computation in Go Programmingp. 175
Building the Checkers 10-piece Endgame Databasesp. 193
The 7-piece Perfect Play Lookup Database for the Game of Checkersp. 211
Search and Knowledge in Lines of Actionp. 231
An Evaluation Function for Lines of Actionp. 249
Solving 7x7 Hex: Virtual Connections and Game-State Reductionp. 261
Automated Identification of Patterns of Evaluation Functionsp. 279
An Evaluation Function for the Game of Amazonsp. 299
Opponent-Model Search in Bao: Conditions for a Successful Applicationp. 309
Computer Programming of Kriegspiel Endings: The Case of KR versus Kp. 325
Searching with Analysis of Dependencies in a Solitaire Card Gamep. 343
Solving the Oshi-Zumo Gamep. 361
New Games Related to Old and New Sequencesp. 367
Author Indexp. 383
Table of Contents provided by Blackwell. All Rights Reserved.

ISBN: 9781402077098
ISBN-10: 1402077092
Series: IFIP Advances in Information and Communication Technology
Audience: Professional
Format: Hardcover
Language: English
Number Of Pages: 383
Published: 30th November 2003
Publisher: Springer-Verlag New York Inc.
Country of Publication: US
Dimensions (cm): 23.5 x 15.5  x 2.92
Weight (kg): 1.64