
Advances in Computer Games
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Content
- Title
- Preface
- Organization
- Table of Contents
- Accelerated UCT and Its Application to Two-Player Games
- Introduction
- Drawback of UCT
- Related Work
- Accelerated UCT
- Experiments
- Implementation Details
- Setup
- Performance Comparison of the Plain, Discounted, and Accelerated UCT Algorithms
- Performance Comparison with RAVE in Go
- Concluding Remarks
- References
- Revisiting Move Groups in Monte-Carlo Tree Search
- Introduction
- The Upper Confidence Bounds Algorithm
- Research Questions
- Experimental Framework
- Experiments and Results
- Baseline Group Performance
- Groups Study in Difficult Move Selection
- Grouping in Games with Large Branching Factor
- Measuring Group Performance with Regret
- Introducing Move Groups and Using Prior Knowledge
- Conclusions and Potential Applications
- References
- PACHI: State of the Art Open Source Go Program
- Introduction
- Experimental Setup
- The Pachi Framework
- Monte Carlo Tree Search
- Prior Values
- Playouts
- MCTS Extensions
- Time Control
- Dynamic Komi
- Criticality
- Parallelization
- Shared Memory Parallelization
- Cluster Parallelization
- Overall Performance
- Conclusion
- References
- Time Management for Monte-Carlo Tree Search in Go
- Introduction
- Time Management
- Time-Management Strategies
- Semi-dynamic Strategies
- Dynamic Strategies
- Experimental Results
- ERICA-BASELINE
- Semi-dynamic Strategies
- Dynamic Strategies
- Strength Comparisons
- Conclusion and Future Research
- References
- An MCTS Program to Play EinStein Würfelt Nicht!
- Introduction
- ONESTONE, an EWN Playing Program Test Bed
- The Road to UCT
- MCTS Improvements
- EWN Variants
- Results
- Remarks
- References
- Monte-Carlo Tree Search Enhancements for Havannah
- Introduction
- The Rules of Havannah
- Havannah and Monte-Carlo Tree Search
- MCTS Refinements for Havannah
- Enhancing the Play-out Step in MCTS
- Enhancing the Selection Step in MCTS
- Experiments
- Experimental Setup
- Last-Good-Reply
- N-grams
- Initializing Visit and Win Count
- Conclusions and Future Research
- References
- Playout Search for Monte-Carlo Tree Search in Multi-player Games
- Introduction
- Monte-Carlo Tree Search
- Playout Search
- Search Techniques
- Search Enhancements
- Test Domains
- Focus
- Chinese Checkers
- Domain Knowledge
- Experiments
- Experimental Setup
- Results
- Conclusions and Future Research
- References
- Towards a Solution of 7x7 Go with Meta-MCTS
- Introduction
- Technical Points
- Monte-Carlo Tree Search (MCTS)
- Meta-MCTS
- Scoring Functions Used in Our Meta-MCTS
- Existing Handcrafted 7x7 Openings
- Experimental Results of Meta-MCTS Before Modifications by Human Expertise
- Games against Humans
- Introduction of Human Expertise in the Grid-Based Learning
- Conclusion
- References
- MCTS Experiments on the Voronoi Game
- Introduction
- Voronoi Game
- MCTS, UCT, UCB, and RAVE
- Light Gaussian Processes
- MCTS Experiments without Knowledge
- Calibration Experiments
- UCT, RAVE, and Light GP Experiments
- MCTS Experiments with Knowledge
- The Last Move Special Case
- Simple Attacks on Unbalanced Cells and the Biggest Cell Attack
- Balance
- BUCT: A UCT Player Following Balanced VD in the Simulations
- aBUCT: A BUCT Player Using Simple Attacks in the Simulations
- The One-Round Game and the Second Player Strategy 1R2P
- ABUCT: A BUCT Player Using Sophisticated Attacks in the Tree
- Against Human Players and against Other Work
- Conclusion
- References
- 4*4-Pattern and Bayesian Learning in Monte-Carlo Go*
- Introduction
- Motivation
- The 3*3-Pattern Background
- Possibility of 4*4-Patterns
- Operations of a 4*4 Pattern
- Classification of the 4*4 Patterns
- Compression
- 4*4-Pattern Library
- Coding Sequence and Lookup Table
- Program Codes for Querying
- Bayesian Learning of 4*4-Pattern
- Bayesian Pattern Learning Model
- The Improvement of Learning Procedure
- Experiments
- Bayesian 4*4-Pattern Learning Experiments
- Effectiveness Experiments
- Conclusion and Future Work
- References
- Temporal Difference Learning for Connect6
- Introduction
- Connect6 and NCTU6
- TD Learning for Connect6
- TD Learning
- TDLeaf and Bootstrapping
- Our TD Learning
- Implementation Issues
- Feature Selection
- Threat Space Search
- Learning from the Games Played by Strong Human Players
- Experiments
- Experimental Environment
- Stages
- Threat Space Search
- Training Games
- Discussion
- Conclusion
- References
- Improving Temporal Difference Learning Performance in Backgammon Variants
- Introduction
- Plakoto
- Fevga
- Complexity Compared to Standard Backgammon
- Updating the Temporal Difference in Games
- Determining the Target of the Update
- Sequence Creation and How to Update
- Experimental Results
- Results in the Plakoto and Fevga Variants
- Feature Selection
- Related Work
- Conclusion and Future Work
- References
- CLOP: Confident Local Optimization for Noisy Black-Box Parameter Tuning
- Introduction
- Problem Definition
- Noisy Optimization
- Using Response-Surface Models
- Algorithm
- Detailed Algorithm Description
- Choice of H and Asymptotic Rate of Convergence
- Experiments
- Effect of Meta-parameter H
- Comparison with Other Algorithms
- Conclusion
- References
- Analysis of Evaluation-Function Learning by Comparison of Sibling Nodes
- Introduction
- Related Work
- Learning by Comparison of Moves
- Objective Function to Be Minimized
- Partial Gradient of the Objective Function
- Maximum Change in v(n,) w.r.t. :
- Partial Subgradient of v(n,):
- Practical Issues:
- Experimental Results
- Game of Shogi and Shogi Programs
- Existence of Partial Derivative
- Effectiveness of Gradient Descent
- Concluding Remarks
- References
- Approximating Optimal Dudo Play with Fixed-Strategy Iteration Counterfactual Regret Minimization
- Introduction
- The Game of Dudo
- Imperfect Recall and Counterfactual Regret Minimization
- Imperfect Recall of Actions
- Counterfactual Regret Minimization
- Fixed-Strategy Iteration CFR
- Experimental Results
- Learning Outperformance
- Computational Time Per Training Iteration
- Varying Imperfect Action Recall
- Conclusion
- References
- The Global Landscape of Objective Functions for the Optimization of Shogi Piece Values with a Game-Tree Search
- Introduction
- Two-Dimensional Landscape of the Loss Function
- Full Optimization of Shogi Piece Values
- Conclusions
- References
- Solving breakthrough with Race Patterns and Job-Level Proof Number Search
- Introduction
- Job-Level Proof Number Search
- Proof Number Search
- Job-Level Parallelization
- Parallel PN2
- breakthrough and Race Patterns
- Rules of breakthrough
- Retrograde Analysis for Small Boards
- Race Patterns
- Experimental Results
- Scalability
- Partial Results Updates
- Patterns
- Discussion and Conclusion
- References
- Infinite Connect-Four Is Solved: Draw
- Introduction
- Previous Work
- Solution of Infinite Connect-Four
- Solution of Variants of Infinite Connect-Four
- Placing Rules
- Height Limit
- Width Limit
- Conclusion
- References
- Blunder Cost in Go and Hex
- Introduction
- A Simple Model of Two-Player No-Draw Games
- Blunder Analysis of Fuego
- 99 Go
- Go on Other Board Sizes
- Blunder Analysis of MoHex
- 1111 Hex
- 77 Hex and Available-Winning-Move Rate
- 99 Hex and Playing Strength
- Conclusions
- References
- Understanding Distributions of Chess Performances
- Introduction
- Ratings and Distributions
- Population Statistics
- Average Error and Results by Tournament Categories
- Intrinsic Ratings over Time
- Distributions of Performances
- Conclusions
- References
- Position Criticality in Chess Endgames
- Introduction
- Scenarios and Questions to Be Considered
- The Main Scenario: The Win Study
- Supplementary Scenarios
- The Algorithm: A Generic Response to the Scenarios
- Generating Chess(SP) EGTs: Examples and Efficiencies
- The First Implementation of the Algorithm: Starchess
- Summary
- References
- On Board-Filling Games with Random-Turn Order and Monte Carlo Perfectness
- Introduction
- The Basic Result for Board-Filling Games
- Examples and Generalisations
- The Random-Turn Game OdOku
- The Game TOP FOUR
- SAT Games with Random Turn Order
- Strange Games Related to Mathematical Problems
- (p,q,r,s)-Generalisation
- Generalisations of the Game Class
- Conclusions and Open Questions
- References
- Modeling Games with the Help of Quantified Integer Linear Programs
- Introduction
- The Problem Statement: Quantified Linear Programs
- Problem Statement
- Solutions of QIPs and QLPs: Strategies and Policies
- Modeling with QIPs
- A Two-Person Zero-Sum Graph Game
- Gomoku
- Conclusion
- References
- Computing Strong Game-Theoretic Strategies in Jotto
- Introduction
- Jotto
- A Natural Approach
- Game Theory Background
- Strategic-Form Games
- Extensive-Form Games
- Mixed vs. Behavioral Strategies
- Nash Equilibria
- Smoothed Fictitious Play
- Oracular Strategies
- Computing Best Responses in Jotto
- Computing the Guesser's Greedy Best Response
- Computing the Hider's Best Response
- Parallelizing the Best Response Calculation
- Computing an Approximate Equilibrium in Jotto
- Results
- Conclusion
- References
- Online Sparse Bandit for Card Games
- Introduction
- Algorithms for Sparse Bandits
- Matrix Games and Nash Equilibria
- EXP3 Algorithm
- Sparse EXP3 Bandits
- Computational Results
- Generated Squared Matrix Games
- Generated General Matrix Games
- Application to UrbanRivals
- Conclusion
- References
- Game Tree Search with Adaptive Resolution
- Introduction
- Notations and Algorithm
- Theoretical Analysis
- Experiments
- Experiments
- Experimental Settings for Random Trees
- Experimental Results and Analysis of Random Trees
- Experimental Setting for Real Game Trees
- Conclusions
- References
- Designing Casanova: A Language for Games
- Introduction
- Background
- AModel forGames
- The Casanova Language
- Design Goals
- A Brief Introduction to Casanova
- Syntax, Semantics, and Types
- Introductory Example
- Optimization
- A Full Example
- Case Study
- Rewriting the Game
- Resulting Benchmarks
- Conclusions
- References
- Affective Game Dialogues
- Introduction
- Affect in Game Dialogue Systems
- Evaluation
- Measurement Tool
- Procedure
- Results
- Discussion and Outlook
- References
- Generating Believable Virtual Characters Using Behavior Capture and Hidden Markov Models
- Introduction
- Related Work
- Capturing Behaviors
- Training in Neverwinter Nights
- Behavior Types
- Generating Behaviors
- Character and Object Generalization
- Sequence Generalization
- User-Study and Evaluation
- User-Study
- Preliminary User-Study
- Results
- Conclusion
- References
- Author Index
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