Bookbot

Jaap van den Herik

    Computers and games
    Advances in computer games
    Agents and Artificial Intelligence
    Computer and Games
    • Computer and Games

      • 257 stránok
      • 9 hodin čítania

      This book constitutes the thoroughly refereed post-conference proceedings of the 8th International Conference on Computers and Games, CG 2013, held in Yokohama, Japan, in August 2013, in conjunction with the 17th Computer and Games Tournament and the 20th World Computer-Chess Championship.

      Computer and Games
    • Agents and Artificial Intelligence

      9th International Conference, ICAART 2017, Porto, Portugal, February 24–26, 2017, Revised Selected Papers

      This book contains the revised and extended versions of selected papers from the 9th International Conference, ICAART 2017, held in Porto, Portugal, in February 24-26, 2017.The 11 full papers were carefully reviewed and selected from 158 initial submissions. The papers are organized in two tracks. The first focuses on agents, multi-agent systems, software platforms, distributed problem solving and distributed AI in general. The second track focuses mainly on artificial intelligence, knowledge representation, planning, learning, scheduling, perception, reactive AI systems, evolutionary computing, and other topics related to intelligent systems and computer intelligence.

      Agents and Artificial Intelligence
    • From the reviews: „Papers from the 11th International Conference on Advances in Computer Games are presented in this book. The papers should be of interest to those conducting research in this field, and to those with technical backgrounds who are generally interested. … Overall, the papers are well written and informative. Each paper includes relevant references for those interested in further exploration of the topics discussed.“ (D. C. Hair, ACM Computing Reviews, Vol. 49 (8), August, 2008)

      Advances in computer games
    • Computers and games

      • 335 stránok
      • 12 hodin čítania

      InhaltsverzeichnisSearch 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.

      Computers and games