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This book constitutes revised selected papers from the 6th Workshop on Computer Games, CGW 2017, held in conjunction with the 26th International Conference on Artificial Intelligence, IJCAI 2017, in Melbourne, Australia, in August 2017. The 12 full papers presented in this volume were carefully reviewed and selected from 18 submissions. They cover a wide range of topics related to computer games; discussing six abstract games: Chinese Checkers, Chinese Dark Chess, Hex, Othello, Poker, and SameGame.
This book constitutes the refereed conference proceedings of the 15th International Conference, ACG 2017, held in Leiden, The Netherlands, in July 2017.The 19 revised full papers were selected from 23 submissions and cover a wide range of computer games. They are grouped in four classes according to the order of publication: games and puzzles, go and chess, machine learning and MCTS, and gaming.
This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July 2016.The 12 revised full papers presented were carefully reviewed and selected from 25 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning.
This book constitutes the refereed proceedings of the Fourth Computer Games Workshop, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, held in conjunction with the 24th International Conference on Artificial Intelligence, IJCAI 2015, Buenos Aires, Argentina, in July 2015.The 12 revised full papers presented were carefully reviewed and selected from 27 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning; reasoning; search.
This book constitutes the refereed proceedings of the Computer Games Workshop, CGW 2014, held in conjunction with the 21st European Conference on Artificial Intelligence, ECAI 2014, Prague, Czech Republic, in August 2014. The 11 revised full papers presented were carefully reviewed and selected from 20 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as general game playing, video game playing, and cover 11 abstract games: 7 Wonders, Amazons, AtariGo, Ataxx, Breakthrough, Chinese Dark Chess, Connect6, NoGo, Pentalath, Othello, and Catch the Lion.
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.
This book constitutes the refereed proceedings of the First Workshop on Monte Carlo Search, MCS 2020, organized in conjunction with IJCAI 2020. The event was supposed to take place in Yokohama, Japan, in July 2020, but due to the Covid-19 pandemic was held virtually on January 7, 2021. The 9 full papers of the specialized project were carefully reviewed and selected from 15 submissions. The following topics are covered in the contributions: discrete mathematics in computer science, games, optimization, search algorithms, Monte Carlo methods, neural networks, reinforcement learning, machine learning.
This book contains the papers of the 6th Computers and Games Conference (CG 2008)held in Beijing, China. The conference took place from September 29 th to October 1, 2008 in conjunction with the 13 International Computer Games th Championship and the 16 World Computer Chess Championship. The Computers and Games conference series is a major international forum for researchers and developers interested in all aspects of arti?cial intelligence and computer game playing. The Beijing conference was de?nitively charact- ized by fresh ideas for a large variety of games. Earlier conferences took place in Tsukuba, Japan (1998),Hamamatsu, Japan (2000), Edmonton, Canada, (2002), Ramat-Gan, Israel (2004), and Turin, Italy (2006). The Programme Committee (PC) received 40 submissions. Each paper was initiallysenttoatleasttworeferees.Ifcon?ictingviewsonapaperwerereported, itwassenttoanadditionalreferee.Outofthe40submissions,onewaswithdrawn before the ?nal decisions weremade. With the help of many referees (listed after the preface), the PC accepted 24 papers for presentation at the conference and publication in these proceedings. Theabove-mentionedsetof24paperscoversawiderangeofcomputergames. Twelve of the games are played in practice by human players, viz., Go, We- ern Chess, Chinese Chess (Xiangqi), Japanese Chess (Shogi), Amazons, Chinese Checkers, Hearts, Hex, Lines of Action, Othello, Siguo, and Spades. Moreover, there was onepuzzle, viz., SameGame, andtwo theoreticalgames,viz., Synch- nized Domineering and multi-player Can't Stop. Thepapersdealwithmanydi?erentresearchtopicsincludingcognition,c- binatorial game theory, search, knowledge representation, and optimization. We hope that the readerswill enjoy the researche?orts of the authors.Below we provide a brief outline of the 24 contributions, in the order in which they are printed in the book.
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