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Computers and Games [electronic resource] : International Conference, CG 2022, Virtual Event, November 22-24, 2022, Revised Selected Papers / edited by Cameron Browne, Akihiro Kishimoto, Jonathan Schaeffer.

Contributor(s): Browne, Cameron [editor.] | Kishimoto, Akihiro [editor.] | Schaeffer, Jonathan [editor.] | SpringerLink (Online service).
Material type: materialTypeLabelBookSeries: Lecture Notes in Computer Science: 13865Publisher: Cham : Springer Nature Switzerland : Imprint: Springer, 2023Edition: 1st ed. 2023.Description: XII, 191 p. 60 illus., 35 illus. in color. online resource.Content type: text Media type: computer Carrier type: online resourceISBN: 9783031340178.Subject(s): Algorithms | Design and Analysis of AlgorithmsAdditional physical formats: Printed edition:: No title; Printed edition:: No titleDDC classification: 005.13 Online resources: Click here to access online
Contents:
Classic Games: FairKalah: Towards Fair Mancala Play -- Improving Search in Go Using Bounded Static Safety -- Chinese Checkers Bitboards for Move Generation and Ranking Using Bitboards. Multi-Player and Multi-Action Games: Solving Chainmail Jousting -- An Algorithm for Multiplayer Games Exploiting Opponents' Interactions with the Player -- Incentivizing Information Gain in Hidden Information Multi-Action Games. Solving Games: QBF Solving using Best First Search -- Oware is Strongly Solved -- Solving Impartial SET using Knowledge and Combinatorial Game Theory. Measuring Games: Which Rules for Mu Torere? -- Measuring Board Game Distance. Decision Making in Games and Puzzles: Improving Computer Play in Skat with Hope Cards -- Batch Monte Carlo Tree Search -- Human and Computer Decision-Making in Chess with Applications to Online Cheat Detection -- Procedural Generation of Rush Hour Levels.
In: Springer Nature eBookSummary: This book constitutes the refereed proceedings of the International Conference on Computers and Games, CG 2022, held virtually, during November 22-24, 2022. The 15 full papers included in this book were carefully reviewed and selected from 23 submissions. They were organized in topical sections as follows: classic games, multi-player and multi-action games, solving games, measuring games, decision making in games and puzzles.
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Classic Games: FairKalah: Towards Fair Mancala Play -- Improving Search in Go Using Bounded Static Safety -- Chinese Checkers Bitboards for Move Generation and Ranking Using Bitboards. Multi-Player and Multi-Action Games: Solving Chainmail Jousting -- An Algorithm for Multiplayer Games Exploiting Opponents' Interactions with the Player -- Incentivizing Information Gain in Hidden Information Multi-Action Games. Solving Games: QBF Solving using Best First Search -- Oware is Strongly Solved -- Solving Impartial SET using Knowledge and Combinatorial Game Theory. Measuring Games: Which Rules for Mu Torere? -- Measuring Board Game Distance. Decision Making in Games and Puzzles: Improving Computer Play in Skat with Hope Cards -- Batch Monte Carlo Tree Search -- Human and Computer Decision-Making in Chess with Applications to Online Cheat Detection -- Procedural Generation of Rush Hour Levels.

This book constitutes the refereed proceedings of the International Conference on Computers and Games, CG 2022, held virtually, during November 22-24, 2022. The 15 full papers included in this book were carefully reviewed and selected from 23 submissions. They were organized in topical sections as follows: classic games, multi-player and multi-action games, solving games, measuring games, decision making in games and puzzles.

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