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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:
Front Matter....Pages i-xiv
Evaluation Function Tuning via Ordinal Correlation....Pages 1-18
First Experimental Results of ProbCut Applied to Chess....Pages 19-31
Search versus Knowledge: An Empirical Study of Minimax on KRK....Pages 33-44
Static Recognition of Potential Wins in KNNKB and KNNKN....Pages 45-64
Model Endgame Analysis....Pages 65-79
Chess Endgames: Data and Strategy....Pages 81-96
Evaluation in Go by a Neural Network Using Soft Segmentation....Pages 97-108
When One Eye is Sufficient: A Static Classification....Pages 109-124
DF-PN in Go: An Application to the One-Eye Problem....Pages 125-141
Learning to Score Final Positions in the Game of Go....Pages 143-158
Monte-Carlo Go Developments....Pages 159-174
Static Analysis by Incremental Computation in Go Programming....Pages 175-192
Building the Checkers 10-Piece Endgame Databases....Pages 193-210
The 7-Piece Perfect Play Lookup Database for the Game of Checkers....Pages 211-230
Search and Knowledge in Lines of Action....Pages 231-248
An Evaluation Function for Lines of Action....Pages 249-260
Solving 7?7 Hex: Virtual Connections and Game-State Reduction....Pages 261-278
Automated Identification of Patterns in Evaluation Functions....Pages 279-298
An Evaluation Function for the Game of Amazons....Pages 299-308
Opponent-Model Search in Bao: Conditions for a Successful Application....Pages 309-324
Computer Programming of Kriegspiel Endings: The Case of KR versus K....Pages 325-341
Searching with Analysis of Dependencies in a Solitaire Card Game....Pages 343-360
Solving the Oshi-Zumo Game....Pages 361-366
New Games Related to Old and New Sequences....Pages 367-382
Back Matter....Pages 383-383



Content:
Front Matter....Pages i-xiv
Evaluation Function Tuning via Ordinal Correlation....Pages 1-18
First Experimental Results of ProbCut Applied to Chess....Pages 19-31
Search versus Knowledge: An Empirical Study of Minimax on KRK....Pages 33-44
Static Recognition of Potential Wins in KNNKB and KNNKN....Pages 45-64
Model Endgame Analysis....Pages 65-79
Chess Endgames: Data and Strategy....Pages 81-96
Evaluation in Go by a Neural Network Using Soft Segmentation....Pages 97-108
When One Eye is Sufficient: A Static Classification....Pages 109-124
DF-PN in Go: An Application to the One-Eye Problem....Pages 125-141
Learning to Score Final Positions in the Game of Go....Pages 143-158
Monte-Carlo Go Developments....Pages 159-174
Static Analysis by Incremental Computation in Go Programming....Pages 175-192
Building the Checkers 10-Piece Endgame Databases....Pages 193-210
The 7-Piece Perfect Play Lookup Database for the Game of Checkers....Pages 211-230
Search and Knowledge in Lines of Action....Pages 231-248
An Evaluation Function for Lines of Action....Pages 249-260
Solving 7?7 Hex: Virtual Connections and Game-State Reduction....Pages 261-278
Automated Identification of Patterns in Evaluation Functions....Pages 279-298
An Evaluation Function for the Game of Amazons....Pages 299-308
Opponent-Model Search in Bao: Conditions for a Successful Application....Pages 309-324
Computer Programming of Kriegspiel Endings: The Case of KR versus K....Pages 325-341
Searching with Analysis of Dependencies in a Solitaire Card Game....Pages 343-360
Solving the Oshi-Zumo Game....Pages 361-366
New Games Related to Old and New Sequences....Pages 367-382
Back Matter....Pages 383-383
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