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Computers and Games [electronic resource] :5th International Conference, CG 2006, Turin, Italy, May 29-31, 2006. Revised Papers /

Contributor(s): Herik, H. Jaap van den [editor.] | Ciancarini, Paolo [editor.] | Donkers, H. H. L. M. (Jeroen) [editor.] | SpringerLink (Online service).
Material type: materialTypeLabelBookSeries: Lecture Notes in Computer Science: 4630Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg, 2007.Description: XII, 283 p. online resource.Content type: text Media type: computer Carrier type: online resourceISBN: 9783540755388.Subject(s): Popular works | Algorithms | Numerical analysis | Computer science -- Mathematics | Mathematical statistics | Artificial intelligence | Computer science | Popular Science | Popular Computer Science | Discrete Mathematics in Computer Science | Numeric Computing | Probability and Statistics in Computer Science | Artificial Intelligence (incl. Robotics) | Algorithm Analysis and Problem ComplexityOnline resources: Click here to access online
Contents:
Computer Analysis of Chess Champions -- Automated Chess Tutor -- A New Heuristic Search Algorithm for Capturing Problems in Go -- An Open Boundary Safety-of-Territory Solver for the Game of Go -- Monte-Carlo Proof-Number Search for Computer Go -- Virtual Global Search: Application to 9×9 Go -- Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search -- Combinatorics of Go -- Abstracting Knowledge from Annotated Chinese-Chess Game Records -- Automatic Strategy Verification for Hex -- Feature Construction for Reinforcement Learning in Hearts -- A Skat Player Based on Monte-Carlo Simulation -- A Retrograde Approximation Algorithm for One-Player Can’t Stop -- Improving Depth-First PN-Search: 1?+?? Trick -- Search Versus Knowledge Revisited Again -- Counting the Number of Three-Player Partizan Cold Games -- LUMINES Strategies -- Computing Proper Equilibria of Zero-Sum Games -- Comparative Study of Approximate Strategies for Playing Sum Games Based on Subgame Types -- On the Symbolic Computation of the Hardest Configurations of the RUSH HOUR Game -- Cheat-Proof Serverless Network Games -- Monte-Carlo Methods in Pool Strategy Game Trees -- Optimization of a Billiard Player – Tactical Play -- Gender and Cultural Differences (If Any!): South African School Children and Computer Games.
In: Springer eBooks
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Computer Analysis of Chess Champions -- Automated Chess Tutor -- A New Heuristic Search Algorithm for Capturing Problems in Go -- An Open Boundary Safety-of-Territory Solver for the Game of Go -- Monte-Carlo Proof-Number Search for Computer Go -- Virtual Global Search: Application to 9×9 Go -- Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search -- Combinatorics of Go -- Abstracting Knowledge from Annotated Chinese-Chess Game Records -- Automatic Strategy Verification for Hex -- Feature Construction for Reinforcement Learning in Hearts -- A Skat Player Based on Monte-Carlo Simulation -- A Retrograde Approximation Algorithm for One-Player Can’t Stop -- Improving Depth-First PN-Search: 1?+?? Trick -- Search Versus Knowledge Revisited Again -- Counting the Number of Three-Player Partizan Cold Games -- LUMINES Strategies -- Computing Proper Equilibria of Zero-Sum Games -- Comparative Study of Approximate Strategies for Playing Sum Games Based on Subgame Types -- On the Symbolic Computation of the Hardest Configurations of the RUSH HOUR Game -- Cheat-Proof Serverless Network Games -- Monte-Carlo Methods in Pool Strategy Game Trees -- Optimization of a Billiard Player – Tactical Play -- Gender and Cultural Differences (If Any!): South African School Children and Computer Games.

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