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This book gathers the proceedings of the Fourth International
Conference on Computational Science and Technology 2017
(ICCST2017), held in Kuala Lumpur, Malaysia, on 29-30 November
2017. These proceedings offer practitioners and researchers the
opportunity to present exciting advances in computational
techniques and solutions in this area. They also identify emerging
issues, help to shape future research directions, and will enable
industrial users to apply cutting-edge, large-scale and
high-performance computational methods.
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."
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Computers and Games - 8th International Conference, CG 2013, Yokohama, Japan, August 13-15, 2013, Revised Selected Papers (Paperback, 2014 ed.)
H. Jaap van den Herik, Hiroyuki Iida, Aske Plaat
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R2,273
Discovery Miles 22 730
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Ships in 10 - 15 working days
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This book constitutes the thoroughly refereed post-conference
proceedings of the 8th International Conference on Computers and
Games, CG 2013, held in Yokohama, Japan, in August 2013, in
conjunction with the 17th Computer and Games Tournament and the
20th World Computer-Chess Championship. The 21 papers presented
were carefully reviewed and selected for inclusion in this book.
They cover a wide range of topics which are grouped into five
classes: Monte Carlo Tree Search and its enhancements; solving and
searching; analysis of game characteristic; new approaches; and
serious games.
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Computer Games - Workshop on Computer Games, CGW 2013, Held in Conjunction with the 23rd International Conference on Artificial Intelligence, IJCAI 2013, Beijing, China, August 3, 2013, Revised Selected Papers (Paperback, 2014 ed.)
Tristan Cazenave, Mark H.M. Winands, Hiroyuki Iida
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R1,479
Discovery Miles 14 790
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the Computer
Games Workshop, CGW 2013, held in Beijing, China, in August 2013,
in conjunction with the Twenty-third International Conference on
Artificial Intelligence, IJCAI 2013. The 9 revised full papers
presented were carefully reviewed and selected from 15 submissions.
The papers cover a wide range of topics related to computer games.
They discuss six games that are played by humans in practice:
Chess, Domineering, Chinese Checkers, Go, Goofspiel, and Tzaar.
Moreover, there are papers about the Sliding Tile Puzzle, an
application, namely, Cooperative Path-Finding Problems, and on
general game playing.
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.
ThisbookcontainsthepaperspresentedattheFirstInternationalConferenceon
Computers and Games (CG'98) held at the Electrotechnical Laboratory
(ETL), in Tsukuba, Japan, on November 11-12, 1998.
TheCG'98focusesonallaspectsofresearchrelatedtocomputersandgames.
Relevanttopics include, but arenotlimited to,the currentstate
ofgame-playing programs. The book contains new theoretical
developments in game-related - search, general scienti c
contributions produced by the study of games, social aspects of
computer games, mathematical games, cognitive research of how -
mans play games, and so on. As this volume shows, CG'98 is an
international conference, with participants from many di erent
countries who have di erent backgrounds and hence exhibit di erent
views on computers and games. The Conference was the rst one in a
series of conferences on this topic. It was a direct follow-up of
many successful computer-games-relatedevents held in Japan, such as
the series of four Game Programming Workshops (GPW'94 to GPW'97)
and the IJCAI-97 Workshop on Computer Games. The technical program
consisted of a keynote lecture, titled: Predictions (by H.J. van
den Herik), and 21 presentations of accepted papers. The conference
was preceded by an informal Workshop on November 10, 1998. The
Program Committee (PC) received 35 submissions. Eachpaper was sent
to three referees, who were selected on the basis of their expert
knowledge. Twelve papers were
acceptedimmediately,12paperswerenotaccepted,and11paperswerereturned
to the authors with the request to improve them, and with the
statement that they would be refereed again. Finally, with the help
of many referees (see the endofthis preface),the PCaccepted21papers
forpresentationandpublication.
This book gathers the proceedings of the Fourth International
Conference on Computational Science and Technology 2017
(ICCST2017), held in Kuala Lumpur, Malaysia, on 29-30 November
2017. These proceedings offer practitioners and researchers the
opportunity to present exciting advances in computational
techniques and solutions in this area. They also identify emerging
issues, help to shape future research directions, and will enable
industrial users to apply cutting-edge, large-scale and
high-performance computational methods.
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