Computers and games : Second International Conference, CG 2000, Hamamatsu, Japan, October 26-28, 2000 : revised papers

Bibliographic Information

Computers and games : Second International Conference, CG 2000, Hamamatsu, Japan, October 26-28, 2000 : revised papers

Tony Marsland, Ian Frank (eds.)

(Lecture notes in computer science, 2063)

Springer, c2001

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Includes bibliographies and index

Description and Table of Contents

Description

This book contains the papers presented at CG2000 - the Second International ConferenceonComputersandGames-heldattheCURREACCenterinHa- matsu, Japan, on October 26-28, 2000. The CG conferences provide an international forum for researchers working on any aspect of computers and games to meet and exchange information on the latest research. CG2000 was attended by 80 people from over a dozen di?erent countries, thus building on the success of the inaugural Computers and Games conference, held in 1998. The third conference in the series is scheduled to take place alongside the AAAI conference in Edmonton, Alberta, Canada in 2002. The interests of the conference attendees and organizers cover all issues related togame-playing;forinstance,theimplementationandperformanceofprograms, new theoretical developments in game-related research, general scienti?c cont- butions produced by the study of games, social aspects of computer games, cognitive research on how humans play games, and issues related to networked games. This book contains all the new developments presented at CG2000. The CG2000 technical program consisted of 23 presentations of accepted papers and apanelsession.InadditiontherewereinvitedtalksbyMichaelLittmanofAT&T Labs, Kei-ichi Tainaka of Shizuoka University, and Nob Yoshigahara, noted - ventor, collector, and popularizer of puzzles. The conference was preceded by an informal workshop on October 26, 2000.

Table of Contents

Search and Strategies.- A Least-Certainty Heuristic for Selective Search.- Lambda-Search in Game Trees - with Application to Go.- Abstract Proof Search.- Solving Kriegspiel-Like Problems: Examining Efficient Search Methods.- Strategies for the Automatic Construction of Opening Books.- Awari Retrograde Analysis.- Construction of Chinese Chess Endgame Databases by Retrograde Analysis.- Learning and Pattern Acquisition.- Learning from Perfection.- Chess Neighborhoods, Function Combination, and Reinforcement Learning.- Learning a Go Heuristic with Tilde.- Learning Time Allocation Using Neural Networks.- Theory and Complexity Issues.- The Complexity of Graph Ramsey Games.- Virus Versus Mankind.- Creating Difficult Instances of the Post Correspondence Problem.- Integer Programming Based Algorithms for Peg Solitaire Problems.- Ladders Are PSPACE-Complete.- Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphs.- Further Experiments with Games.- New Self-Play Results in Computer Chess.- SUPER-SOMA - Solving Tactical Exchanges in Shogi without Tree Searching.- A Shogi Processor with a Field Programmable Gate Array.- Plausible Move Generation Using Move Merit Analysis with Cut-Off Thresholds in Shogi.- Abstraction Methods for Game Theoretic Poker.- Reasoning by Agents in Computer Bridge Bidding.- Invited Talks and Reviews.- Linguistic Geometry for Solving War Games.- Physics and Ecology of Rock-Paper-Scissors Game.- Review: Computer Language Games.- Review: Computer Go 1984-2000.- Review: Intelligent Agents for Computer Games.- Review: RoboCup through 2000.- Review: Computer Shogi through 2000.

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