Advances in computer games : many games, many challenges : proceedings of the ICGA/IFIP SG16 10th Advances in Computer Games Conference (ACG 10), November 24-27, 200, Graz, Styria, Austria
Advances in Computer Games: Many Games, Many ChallengesAuthor: H. Jaap Van Den Herik, Hiroyuki Iida, Ernst A. Heinz Published by Springer US ISBN: 978-1-4757-4424-8 DOI: 10.1007/978-0-387-35706-5Table of Contents:Evaluation Function Tuning via Ordinal Correlation
First Experimental Results of ProbCut Applied to Chess
Search versus Knowledge: An Empirical Study of Minimax on KRK
Static Recognition of Potential Wins in KNNKB and KNNKN
Model Endgame Analysis
Chess Endgames: Data and Strategy
Evaluation in Go by a Neural Network Using Soft Segmentation
When One Eye is Sufficient: A Static Classification
DF-PN in Go: An Application to the One-Eye Problem
Learning to Score Final Positions in the Game of Go
Monte-Carlo Go Developments
Static Analysis by Incremental Computation in Go Programming
Building the Checkers 10-Piece Endgame Databases
The 7-Piece Perfect Play Lookup Database for the Game of Checkers
Search and Knowledge in Lines of Action
An Evaluation Function for Lines of Action
Solving 7×7 Hex: Virtual Connections and Game-State Reduction
Automated Identification of Patterns in Evaluation Functions
An Evaluation Function for the Game of Amazons
Opponent-Model Search in Bao: Conditions for a Successful Application Includes bibliographical references and index This book is the tenth in a well-established series, originally describing the progress of computer-chess research only. While chess has dominated AI work in intelligent game-playing for almost half a century, games presumably harder than chess, such as Go, have moved into the spotlight in recent years. The research reported on herein reflects this growing trend with just 6 out of the 24 works overall still focussing on chess, equally many concentrating on Go, and the remaining 12 relating to checkers, Lines of Action, and a variety of other games Print version record Evaluation Function Tuning via Ordinal Correlation -- First Experimental Results of ProbCut Applied to Chess -- Search versus Knowledge: An Empirical Study of Minimax on KRK -- Static Recognition of Potential Wins in KNNKB and KNNKN -- Model Endgame Analysis -- Chess Endgames: Data and Strategy -- Evaluation in Go by a Neural Network using Soft Segmentation -- When One Eye is Sufficient: A Static Classification -- DF-PN in Go: An Application to the One-Eye Problem -- Learning to Score Final Positions in the Game of Go -- Monte-Carlo Go Developments -- Static Analysis by Incremental Computation in Go Programming -- Building the Checkers 10-piece Endgame Databases -- The 7-piece Perfect Play Lookup Database for the Game of Checkers -- Search and Knowledge in Lines of Action -- An Evaluation Function for Lines of Action -- Solving 7 × 7 Hex: Virtual Connections and Game-State Reduction -- Automated Identification of Patterns in Evaluation Functions -- An Evaluation Function for the Game of Amazons -- Opponent-Model Search in Bao: Conditions for a Successful Application -- Computer Programming of Kriegspiel Endings: The Case of KR versus K -- Searching with Analysis of Dependencies in a Solitaire Card Game -- Solving the Oshi-Zumo Game -- New Games Related to Old and New Sequences -- Author Index Evaluation Function Tuning via Ordinal Correlation -- First Experimental Results of ProbCut Applied to Chess -- Search versus Knowledge: An Empirical Study of Minimax on KRK -- Static Recognition of Potential Wins in KNNKB and KNNKN -- Model Endgame Analysis -- Chess Endgames: Data and Strategy -- Evaluation in Go by a Neural Network using Soft Segmentation -- When One Eye is Sufficient: A Static Classification -- DF-PN in Go: An Application to the One-Eye Problem -- Learning to Score Final Positions in the Game of Go -- Monte-Carlo Go Developments -- Static Analysis by Incremental Computation in Go Programming -- Building the Checkers 10-piece Endgame Databases -- The 7-piece Perfect Play Lookup Database for the Game of Checkers -- Search and Knowledge in Lines of Action -- An Evaluation Function for Lines of Action -- Solving 7 × 7 Hex: Virtual Connections and Game-State Reduction -- Automated Identification of Patterns in Evaluation Functions -- An Evaluation Function for the Game of Amazons -- Opponent-Model Search in Bao: Conditions for a Successful Application -- Computer Programming of Kriegspiel Endings: The Case of KR versus K -- Searching with Analysis of Dependencies in a Solitaire Card Game -- Solving the Oshi-Zumo Game -- New Games Related to Old and New Sequences -- Author Index
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