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Computer Games : Third Workshop on Computer Games, CGW 2014, Held in Conjunction with the 21st European Conference on Artificial Intelligence, ECAI 2014, Prague, Czech Republic, August 18, 2014, Revised Selected Papers / edited by Tristan Cazenave, Mark H.M. Winands, Yngvi Björnsson.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Cazenave, Tristan, editor.
Winands, Mark H. M., 1978- editor.
Björnsson, Yngvi, 1964- editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
Communications in computer and information science 1865-0929 ; 504.
Communications in Computer and Information Science, 1865-0929 ; 504
Language:
English
Subjects (All):
Artificial intelligence.
Microcomputers.
Computers.
Artificial Intelligence.
Personal Computing.
Theory of Computation.
Local Subjects:
Artificial Intelligence.
Personal Computing.
Theory of Computation.
Physical Description:
1 online resource (XII, 165 pages) : 54 illustrations.
Edition:
First edition 2014.
Contained In:
Springer eBooks
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2014.
System Details:
text file PDF
Summary:
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.
Contents:
Minimizing simple and cumulative regret in Monte-Carlo tree search
on robustness of CMAB algorithms
Experimental approach
Job-level algorithms for "Connect6" opening position analysis
Monte-Carlo tree search and minimax hybrids with heuristic evaluation functions
Monte-Carlo tree search for the game of "7 Wonders"
Small and large MCTS playouts applied to Chinese Dark Chess Stochastic Game
On the complexity of general game playing
Efficient grounding of game descriptions with tabling
SHPE: HTN planning for video games
Predicting player disengagement in online games
Coordinating dialogue systems and stories through behavior composition.
Other Format:
Printed edition:
ISBN:
978-3-319-14923-3
9783319149233
Access Restriction:
Restricted for use by site license.

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