
Advances in Computer Games
11th International Conference, ACG 2005, Taipei, Taiwan, September 6-8, 2005. Revised Papers
Springer (Publisher)
Published on 7. December 2006
Book
Paperback/Softback
XIV, 278 pages
978-3-540-48887-3 (ISBN)
Description
This book constitutes the thoroughly refereed post-proceedings of the 11th International Conference on Advances in Computer Games, ACG 2005, held in Taipei, Taiwan, in September 2005 in conjunction with the 10th Computer Olympiad. It contains 20 papers that cover all aspects of artificial intelligence in computer-game playing.
Reviews / Votes
From the reviews:
"Papers from the 11th International Conference on Advances in Computer Games are presented in this book. The papers should be of interest to those conducting research in this field, and to those with technical backgrounds who are generally interested. . Overall, the papers are well written and informative. Each paper includes relevant references for those interested in further exploration of the topics discussed." (D. C. Hair, ACM Computing Reviews, Vol. 49 (8), August, 2008)
More details
Series
Edition
2006 ed.
Language
English
Place of publication
Berlin
Germany
Publishing group
Springer Berlin
Target group
Professional and scholarly
Research
Illustrations
XIV, 278 p.
Dimensions
Height: 235 mm
Width: 155 mm
Thickness: 16 mm
Weight
446 gr
ISBN-13
978-3-540-48887-3 (9783540488873)
DOI
10.1007/11922155
Schweitzer Classification
Content
Innovative Opening-Book Handling.- Partial Information Endgame Databases.- Automatic Generation of Search Engines.- RSPSA: Enhanced Parameter Optimization in Games.- Similarity Pruning in PrOM Search.- Enhancing Search Efficiency by Using Move Categorization Based on Game Progress in Amazons.- Recognizing Seki in Computer Go.- Move-Pruning Techniques for Monte-Carlo Go.- A Phantom-Go Program.- Dual Lambda Search and Shogi Endgames.- Chunking in Shogi: New Findings.- King Race.- The Graph-History Interaction Problem in Chinese Chess.- A New Family of k-in-a-Row Games.- Exact-Bound Analyzes and Optimal Strategies for Mastermind with a Lie.- Player Modeling, Search Algorithms and Strategies in Multi-player Games.- Solving Probabilistic Combinatorial Games.- On Colored Heap Games of Sumbers.- An Event-Based Pool Physics Simulator.- Optimization of a Billiard Player - Position Play.