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

Computers and Games

Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002, Revised Papers

By: Jonathan Schaeffer (Editor), Martin L. Muller (Editor), Yngvi Bjornsson (Editor)

Paperback

Published: 12th November 2003
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The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu, Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton, Alberta, Canada), July25-27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Post's Correspondence Problem).

Distinguishing Gamblers from Investors at the Blackjack Tablep. 1
MOUSE([mu]): A Self-teaching Algorithm that Achieved Master-Strength at Othellop. 11
Investigation of an Adaptive Cribbage Playerp. 29
Learning a Game Strategy Using Pattern-Weights and Self-playp. 42
PDS-PN: A New Proof-Number Search Algorithmp. 61
A Generalized Threats Search Algorithmp. 75
Proof-Set Searchp. 88
A Comparison of Algorithms for Multi-player Gamesp. 108
Selective Search in an Amazons Programp. 123
Playing Games with Multiple Choice Systemsp. 142
The Neural MoveMap Heuristic in Chessp. 154
Board Maps and Hill-Climbing for Opening and Middle Game Play in Shogip. 171
Solitaire Clobberp. 188
Complexity of Error-Correcting Codes Derived from Combinatorial Gamesp. 201
Analysis of Composite Corridorsp. 213
New Winning and Losing Positions for 7x7 Hexp. 230
Position-Value Representation in Opening Booksp. 249
Indefinite Sequence of Moves in Chinese Chess Endgamesp. 264
ORTS: A Hack-Free RTS Game Environmentp. 280
Causal Normalization: A Methodology for Coherent Story Logic Design in Computer Role-Playing Gamesp. 292
A Structure for Modern Computer Narrativesp. 308
Tackling Post's Correspondence Problemp. 326
Perimeter Search Performancep. 345
Using Abstraction for Planning in Sokobanp. 360
A Small Go Board Study of Metric and Dimensional Evaluation Functionsp. 376
Local Move Prediction in Gop. 393
Evaluating Kos in a Neutral Threat Environment: Preliminary Resultsp. 413
Author Indexp. 429
Game Indexp. 431
Table of Contents provided by Blackwell. All Rights Reserved.

ISBN: 9783540205456
ISBN-10: 3540205454
Series: Lecture Notes in Computer Science
Audience: General
Format: Paperback
Language: English
Number Of Pages: 436
Published: 12th November 2003
Publisher: Springer-Verlag Berlin and Heidelberg Gmbh & Co. Kg
Country of Publication: DE
Dimensions (cm): 23.39 x 15.6  x 2.31
Weight (kg): 0.62