Skip to main content
  • Conference proceedings
  • © 2007

Computers and Games

5th International Conference, CG 2006, Turin, Italy, May 29-31, 2006, Revised Papers

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 4630)

Part of the book sub series: Theoretical Computer Science and General Issues (LNTCS)

Conference series link(s): CG: International Conference on Computers and Games

Conference proceedings info: CG 2006.

Buy it now

Buying options

eBook USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access

This is a preview of subscription content, log in via an institution to check for access.

Table of contents (24 papers)

  1. Front Matter

  2. Computer Analysis of Chess Champions

    • Matej Guid, Ivan Bratko
    Pages 1-12
  3. Automated Chess Tutor

    • Aleksander Sadikov, Martin Možina, Matej Guid, Jana Krivec, Ivan Bratko
    Pages 13-25
  4. A New Heuristic Search Algorithm for Capturing Problems in Go

    • Keh-Hsun Chen, Peigang Zhang
    Pages 26-36
  5. An Open Boundary Safety-of-Territory Solver for the Game of Go

    • Xiaozhen Niu, Martin Müller
    Pages 37-49
  6. Monte-Carlo Proof-Number Search for Computer Go

    • Jahn-Takeshi Saito, Guillaume Chaslot, Jos W. H. M. Uiterwijk, H. Jaap van den Herik
    Pages 50-61
  7. Virtual Global Search: Application to 9×9 Go

    • Tristan Cazenave
    Pages 62-71
  8. Combinatorics of Go

    • John Tromp, Gunnar Farnebäck
    Pages 84-99
  9. Abstracting Knowledge from Annotated Chinese-Chess Game Records

    • Bo-Nian Chen, Pangfang Liu, Shun-Chin Hsu, Tsan-sheng Hsu
    Pages 100-111
  10. Automatic Strategy Verification for Hex

    • Ryan B. Hayward, Broderick Arneson, Philip Henderson
    Pages 112-121
  11. Feature Construction for Reinforcement Learning in Hearts

    • Nathan R. Sturtevant, Adam M. White
    Pages 122-134
  12. A Skat Player Based on Monte-Carlo Simulation

    • Sebastian Kupferschmid, Malte Helmert
    Pages 135-147
  13. A Retrograde Approximation Algorithm for One-Player Can’t Stop

    • James Glenn, Haw-ren Fang, Clyde P. Kruskal
    Pages 148-159
  14. Improving Depth-First PN-Search: 1 + ε Trick

    • Jakub Pawlewicz, Łukasz Lew
    Pages 160-171
  15. Search Versus Knowledge Revisited Again

    • Aleksander Sadikov, Ivan Bratko
    Pages 172-180
  16. LUMINES Strategies

    • Greg Aloupis, Jean Cardinal, Sébastien Collette, Stefan Langerman
    Pages 190-199
  17. Computing Proper Equilibria of Zero-Sum Games

    • Peter Bro Miltersen, Troels Bjerre Sørensen
    Pages 200-211
  18. Comparative Study of Approximate Strategies for Playing Sum Games Based on Subgame Types

    • Cherif R. S. Andraos, Manal M. Zaky, Salma A. Ghoneim
    Pages 212-219

Other Volumes

  1. Computers and Games

Bibliographic Information

Buy it now

Buying options

eBook USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access