Computer Games: Workshop on Computer Games, CGW 2013, Held in Conjunction with the 23rd International Conference on Artificial Intelligence, IJCAI ... Computer and Information Science, Band 408)
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This book constitutes the refereed proceedings of the Computer Games Workshop, CGW 2013, held in Beijing, China, in August 2013, in conjunction with the Twenty-third International Conference on Artificial Intelligence, IJCAI 2013. The 9 revised full papers presented were carefully reviewed and selected from 15 submissions. The papers cover a wide range of topics related to computer games. They discuss six games that are played by humans in practice: Chess, Domineering, Chinese Checkers, Go, Goofspiel, and Tzaar. Moreover, there are papers about the Sliding Tile Puzzle, an application, namely, Cooperative Path-Finding Problems, and on general game playing. Preface Organization Contents Monte-Carlo Fork Search for Cooperative Path-Finding 1 Introduction 2 CPF Problem Definition 3 Related Work 3.1 Cooperative Path-Finding 3.2 MCTS 4 MCFS 4.1 Similarities and Differences with MCTS 4.2 MCFS and NMCFS Algorithms 4.3 Basic Simulations 4.4 Pre and Post Processing 5 Experiments 5.1 Set of Problems 5.2 Experimental Settings 5.3 Results 6 Discussion 7 Conclusion References Building Large Compressed PDBs for the Sliding Tile Puzzle 1 Introduction 2 Background 3 Pattern Databases 3.1 Additive Pattern Databases 4 Building Compressed PDBs 4.1 Sequential Algorithm 4.2 Parallel Algorithm 5 Evaluation 5.1 Statistical Evaluation 5.2 Empirical Evaluation 6 Conclusion References Monte Carlo Tree Search in Simultaneous Move Games with Applications to Goofspiel 1 Introduction 1.1 Related Work 2 Simultaneous Move Games 3 Simultaneous Move Monte Carlo Tree Search 3.1 Decoupled UCT 3.2 Exp3 3.3 Regret Matching 3.4 Online Outcome Sampling 4 Empirical Evaluation 4.1 Goofspiel 4.2 Head-to-Head Performance 4.3 Exploitability and Convergence 5 Conclusion and Future Work References Decision Trees for Computer Go Features 1 Introduction 2 Background 2.1 The Game of Go 2.2 Go Features for Monte-Carlo Tree Search 2.3 The Generalized Bradley-Terry Model and Training Weights 2.4 Graphs for Go 2.5 Decision Trees 3 Decision Trees as Features 3.1 Overview 3.2 Structure 3.3 Learning 4 Experiments and Results 4.1 Overview 4.2 Move Prediction 4.3 Playing Strength 5 Conclusions and Future Work A Multiple Decision Tree Descent Paths References UCT Enhancements in Chinese Checkers Using an Endgame Database 1 Introduction 2 Background 2.1 Minimax Algorithm 2.2 UCT Algorithm 2.3 Chinese Checkers 2.4 Endgame Databases 3 Lookup Table 4 Proposed Experiments 4.1 -Players 4.2 UCT Players 5 Experiment Results and Analysis 5.1 Depth-Based Trials 5.2 Sample Based Trials 5.3 Time Based Trials 6 Conclusions and Further Work References Automated Generation of New Concepts from General Game Playing 1 Introduction 2 Method 3 Automated Generation of Heuristic Functions from Simulations 4 Automated Generation of New Concepts for Games from Heuristic Functions 5 Applying Automated Generated Concepts to Games 6 Automated Generation of Ternary Concepts from Binary Concepts 7 Discussion 8 Conclusions References WALTZ: A Strong Tzaar-Playing Program 1 Introduction 1.1 Tzaar Rules 1.2 Strategies 1.3 Game Properties 2 Algorithms for Tzaar 2.1 Evaluation Function 2.2 Heuristic Weak PNS 3 Experiments with Waltz 3.1 DFPN versus Alpha-beta in Endgames 4 Results Against Computer and Human Opponents 5 Further Work References Perfectly Solving Domineering Boards 1 Introduction 2 Characteristics of Domineering 2.1 Move Types 2.2 Board Parameters 2.3 Move-Type Characteristics 3 Perfectly Solving Domineering 3.1 Level-1 Rules 3.2 Level-2 Rules 3.3 Level-3 Rules 3.4 Level-4 Rules 3.5 Level-5 Rules 3.6 Level-6 Rules 4 Results 4.1 Level-1 and Level-2 Results 4.2 Level-3 Results 4.3 Level-4 Results 4.4 Level-5 Results 4.5 Level-6 Results 4.6 Summary of Results up to 10 10 4.7 Summary of Results up to 30 30 5 Discussion 5.1 Discussion of Results 5.2 Correctness of Results 5.3 Winning Strategy 6 Some General Theorems 7 Conclusions 8 Future Research A Appendix References How Relevant Are Chess Composition Conventions? Abstract 1 Introduction 2 Methodology 3 Experimental Setups and Results 3.1 Conventions and Aesthetics 3.2 Human Judge Ratings and Aesthetics 4 Discussion 5 Conclusions Acknowledgement References Author Index http://avaxhm.com/blogs/ChrisRedfield
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