
Computer Games
6th Workshop, CGW 2017, Held in Conjunction with the 26th International Conference on Artificial Intelligence, IJCAI 2017, Melbourne, VIC, Australia, August, 20, 2017, Revised Selected Papers
Springer (Publisher)
Published on 15. February 2018
Book
Paperback/Softback
XII, 191 pages
978-3-319-75930-2 (ISBN)
Description
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.
More details
Series
Edition
2018 ed.
Language
English
Place of publication
Cham
Switzerland
Publishing group
Springer International Publishing
Target group
Professional and scholarly
Illustrations
52 s/w Abbildungen
XII, 191 p. 52 illus.
Dimensions
Height: 235 mm
Width: 155 mm
Thickness: 12 mm
Weight
318 gr
ISBN-13
978-3-319-75930-2 (9783319759302)
DOI
10.1007/978-3-319-75931-9
Schweitzer Classification
Other editions
Additional editions

Tristan Cazenave | Mark H.M. Winands | Abdallah Saffidine
Computer Games
6th Workshop, CGW 2017, Held in Conjunction with the 26th International Conference on Artificial Intelligence, IJCAI 2017, Melbourne, VIC, Australia, August, 20, 2017, Revised Selected Papers
E-Book
02/2018
Springer
€53.49
Available for download
Persons
Content
Atari Games and Intel Processors.- Computer Hex Algorithm using a Move Evaluation Method based on a Convolutional Neural Network.- Deep Preference Neural Network for Move Prediction in Board Games.- Deep Reinforcement Learning with Hidden Layers on Future States.- Neural Fictitious Self-Play in Imperfect Information Games with Many Players.- On-line Parameter Tuning for Monte-Carlo Tree Search in General Game Playing.- Memorizing the Playout Policy.- Distributed Nested Rollout Policy for SameGame.- A Study of Forward versus Backwards Endgame Solvers with Results in Chinese Checkers.- Validating and Fine-tuning of Game Evaluation Functions using Endgame Databases.- Applying Anytime Heuristic Search to Cost-Optimal HTN Planning.- A Game for Eliciting Trust between People and Devices under Diverse Performance Conditions.