000 03896nam a22006135i 4500
001 978-3-540-45579-0
003 DE-He213
005 20240423132551.0
007 cr nn 008mamaa
008 121227s2001 gw | s |||| 0|eng d
020 _a9783540455790
_9978-3-540-45579-0
024 7 _a10.1007/3-540-45579-5
_2doi
050 4 _aQA75.5-76.95
072 7 _aUY
_2bicssc
072 7 _aCOM000000
_2bisacsh
072 7 _aUY
_2thema
082 0 4 _a004
_223
245 1 0 _aComputers and Games
_h[electronic resource] :
_bSecond International Conference, CG 2001, Hamamatsu, Japan, October 26-28, 2000 Revised Papers /
_cedited by Tony Marsland, Ian Frank.
250 _a1st ed. 2001.
264 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg :
_bImprint: Springer,
_c2001.
300 _aXIV, 450 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aLecture Notes in Computer Science,
_x1611-3349 ;
_v2063
505 0 _aSearch and Strategies -- A Least-Certainty Heuristic for Selective Search -- Lambda-Search in Game Trees — with Application to Go -- Abstract Proof Search -- Solving Kriegspiel-Like Problems: Examining Efficient Search Methods -- Strategies for the Automatic Construction of Opening Books -- Awari Retrograde Analysis -- Construction of Chinese Chess Endgame Databases by Retrograde Analysis -- Learning and Pattern Acquisition -- Learning from Perfection -- Chess Neighborhoods, Function Combination, and Reinforcement Learning -- Learning a Go Heuristic with Tilde -- Learning Time Allocation Using Neural Networks -- Theory and Complexity Issues -- The Complexity of Graph Ramsey Games -- Virus Versus Mankind -- Creating Difficult Instances of the Post Correspondence Problem -- Integer Programming Based Algorithms for Peg Solitaire Problems -- Ladders Are PSPACE-Complete -- Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphs -- Further Experiments with Games -- New Self-Play Results in Computer Chess -- SUPER-SOMA — Solving Tactical Exchanges in Shogi without Tree Searching -- A Shogi Processor with a Field Programmable Gate Array -- Plausible Move Generation Using Move Merit Analysis with Cut-Off Thresholds in Shogi -- Abstraction Methods for Game Theoretic Poker -- Reasoning by Agents in Computer Bridge Bidding -- Invited Talks and Reviews -- Linguistic Geometry for Solving War Games -- Physics and Ecology of Rock-Paper-Scissors Game -- Review: Computer Language Games -- Review: Computer Go 1984–2000 -- Review: Intelligent Agents for Computer Games -- Review: RoboCup through 2000 -- Review: Computer Shogi through 2000.
650 0 _aComputer science.
650 0 _aArtificial intelligence.
650 0 _aComputer science
_xMathematics.
650 0 _aAlgorithms.
650 0 _aArtificial intelligence
_xData processing.
650 1 4 _aComputer Science.
650 2 4 _aTheory of Computation.
650 2 4 _aArtificial Intelligence.
650 2 4 _aMathematics of Computing.
650 2 4 _aAlgorithms.
650 2 4 _aData Science.
700 1 _aMarsland, Tony.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aFrank, Ian.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783540430803
776 0 8 _iPrinted edition:
_z9783662183748
830 0 _aLecture Notes in Computer Science,
_x1611-3349 ;
_v2063
856 4 0 _uhttps://doi.org/10.1007/3-540-45579-5
912 _aZDB-2-SCS
912 _aZDB-2-SXCS
912 _aZDB-2-LNC
912 _aZDB-2-BAE
942 _cSPRINGER
999 _c189196
_d189196