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计算机游戏进展Advances in computer games

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作者: H. Jaap van den Herik 著

出 版 社: 湖南文艺出版社

出版时间: 2006-12-1字数:版次: 1页数: 273印刷时间: 2006/12/01开本:印次:纸张: 胶版纸I S B N : 9783540488873包装: 平装编辑推荐

The LNCS series reports state-of-the-art results in computer science research, development, and education, at a high level and in both printed and electronic form. Enjoying tight cooperation with the R&D community, with numerous individuals, as well as with prestigious organizations and societies, LNCS has grown into the most comprehensive computer science resarch forum available.

The scope of LNCS, including its subseries LNAI, spans the whole range of computer science and information technology including interdisciplinary topics in a variety of application fields. The type of material publised traditionally includes.

-proceedings(published in time for the respective conference)

-post-proceedings(consisting of thoroughly revised final full papers)

-research monographs(which may be basde on outstanding PhD work, research projects, technical reports, etc.)

内容简介

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.

The 20 revised full papers presented were carefully selected during two rounds of reviewing and improvement from 32 submissions. The papers cover all aspects of artificial intelligence in computer-game playing. Reasearch topics addressed are automatic generation, optimization, opponent modelling, search, knowledge representation, and graph history interaction. Games covered are western chess, chinese and japanese chess, checkers, lose checkers, amazons, go, poker, loa, mastermind, awari, ataxx, pool, as well as the two theoretical games connect and sumbers.

目录

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 Ches

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 Gaines

Solving Probabilistic Combinatorial Games

On Colored Heap Games of Sumbers

An Event-Based Pool Physics Simulator

Optimization of a Billiard Player Position Play

Author Index

 
 
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