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Computers and Games: Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002, Revised Papers 2003 ed. [Mīkstie vāki]

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  • Formāts: Paperback / softback, 436 pages, height x width: 235x155 mm, weight: 1380 g, XII, 436 p., 1 Paperback / softback
  • Sērija : Lecture Notes in Computer Science 2883
  • Izdošanas datums: 12-Nov-2003
  • Izdevniecība: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • ISBN-10: 3540205454
  • ISBN-13: 9783540205456
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  • Mīkstie vāki
  • Cena: 46,91 €*
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  • Formāts: Paperback / softback, 436 pages, height x width: 235x155 mm, weight: 1380 g, XII, 436 p., 1 Paperback / softback
  • Sērija : Lecture Notes in Computer Science 2883
  • Izdošanas datums: 12-Nov-2003
  • Izdevniecība: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • ISBN-10: 3540205454
  • ISBN-13: 9783540205456
Citas grāmatas par šo tēmu:
The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu,Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton,Alberta,Canada),July2527,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Posts Correspondence Problem).

Papildus informācija

Springer Book Archives
1: Evaluation and Learning.- Distinguishing Gamblers from Investors at
the Blackjack Table.- MOUSE(?): A Self-teaching Algorithm that Achieved
Master-Strength at Othello.- Investigation of an Adaptive Cribbage Player.-
Learning a Game Strategy Using Pattern-Weights and Self-play.- 2: Search.-
PDS-PN: A New Proof-Number Search Algorithm.- A Generalized Threats Search
Algorithm.- Proof-Set Search.- A Comparison of Algorithms for Multi-player
Games.- Selective Search in an Amazons Program.- Playing Games with Multiple
Choice Systems.- The Neural MoveMap Heuristic in Chess.- Board Maps and
Hill-Climbing for Opening and Middle Game Play in Shogi.- 3: Combinatorial
Games/Theory.- Solitaire Clobber.- Complexity of Error-Correcting Codes
Derived from Combinatorial Games.- Analysis of Composite Corridors.- 4:
Opening/Endgame Databases.- New Winning and Losing Positions for 7×7 Hex.-
Position-Value Representation in Opening Books.- Indefinite Sequence of Moves
in Chinese Chess Endgames.- 5: Commercial Games.- ORTS: A Hack-Free RTS Game
Environment.- Causal Normalization: A Methodology for Coherent Story Logic
Design in Computer Role-Playing Games.- A Structure for Modern Computer
Narratives.- 6: Single-Agent Search/Planning.- Tackling Posts Correspondence
Problem.- Perimeter Search Performance.- Using Abstraction for Planning in
Sokoban.- 7: Computer Go.- A Small Go Board Study of Metric and Dimensional
Evaluation Functions.- Local Move Prediction in Go.- Evaluating Kos in a
Neutral Threat Environment: Preliminary Results.