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Computer Science - Artificial Intelligence | Advances in Computer Games - Many Games, Many Challenges

Advances in Computer Games

Many Games, Many Challenges

van den Herik, H. Jaap, Iida, Hiroyuki, Heinz, Ernst A. (Eds.)

2004, XIV, 384 p.

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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.

Content Level » Research

Keywords » Analysis - Pattern Recognition - chess - classification - computer games - databases - evaluation - learning - machine learning - modeling - programming

Related subjects » Applications - Artificial Intelligence - General Issues - HCI - Popular Science

Table of contents 

Foreword. Preface. Evaluation Function Tuning via Ordinal Correlation; D. Gomboc, T.A. Marsland, M. Buro. First Experimental Results of ProbCut Applied to Chess; A.X. Jiang, M. Buro. Search versus Knowledge: An Empirical Study of Minimax on KRK; A. Sadikov, I. Bratko, I. Kononenko. Static Recognition of Potential Wins in KNNKB and KNNKN; E.A. Heinz. Model Endgame Analysis; G.McC. Haworth, R.B. Andrist. Chess Endgames: Data and Strategy; J.A. Tamplin, G.McC. Haworth. Evaluation in Go by a Neural Network using Soft Segmentation; M. Enzenberger. When One Eye is Sufficient: A Static Classification; R. Vilà, T. Cazenave. DF-PN in Go: An Application to the One-Eye Problem; A. Kishimoto, M. Müller. Learning to Score Final Positions in the Game of Go; E.C.D. van der Werf, H.J. van den Herik, J.W.H.M. Uiterwijk. Monte-Carlo Go Developments; B. Bouzy, B. Helmstetter. Static Analysis by Incremental Computation in Go Programming; K. Nakamura. Building the Checkers 10-piece Endgame Databases; J. Schaeffer, Y. Björnsson, N. Burch, R. Lake, P. Lu, S. Sutphen. The 7-piece Perfect Play Lookup Database for the Game of Checkers; E. Trice, G. Dodgen. Search and Knowledge in Lines of Action; D. Billings, Y. Björnsson. An Evaluation Function for Lines of Action; M.H.M. Winands, H.J. van den Herik, J.W.H.M. Uiterwijk. Solving 7×7 Hex: Virtual Connections and Game-State Reduction; R. Hayward, Y. Björnsson, M. Johanson, M. Kan, N. Po, J. van Rijswijck. Automated Identification of Patterns in Evaluation Functions; T. Kaneko, K. Yamaguchi, S. Kawai. An Evaluation Function for the Game of Amazons; J. Lieberum. Opponent-Model Search in Bao: Conditions for a SuccessfulApplication; H.H.L.M. Donkers, H.J. van den Herik, J.W.H.M. Uiterwijk. Computer Programming of Kriegspiel Endings: The Case of KR versus K; A. Bolognesi, P. Ciancarini. Searching with Analysis of Dependencies in a Solitaire Card Game; B. Helmstetter, T. Cazenave. Solving the Oshi-Zumo Game; M. Buro. New Games Related to Old and New Sequences; S. Fraenkel. Author Index.

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