Computers and Games: Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002, Revised Papers
Jonathan Schaeffer, Martin Müller, Yngvi Björnsson
Springer Science & Business Media, Nov 12, 2003 - Computers - 436 pages
The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu,Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton,Alberta,Canada),July25–27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Post’s Correspondence Problem).
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abstract Alpha-Beta approach Artiﬁcial Intelligence assault Black branching factor candidate moves cards castle formations checking indeﬁnitely Chinese chess Computer Chess Computer Science conﬁguration deﬁned Deﬁnition diﬀerent diﬃcult disproof number eﬀect eﬃciently endgame endgame databases evaluation function example experiments ﬁght ﬁnal ﬁnd ﬁrst ﬁxed game tree games played graph implementation inﬂuence region instances iterative ko threat komaster learning Left legal moves LocalPattern maps maxn method move ordering narrative neural network node sets opening book opponent optimal pair parameter paranoid pattern pattern-weight PDS-PN performance perimeter search Petri Net pieces player position possible problem proof number proof set proof-number search propagation pruning retrograde analysis Schaeﬀer score search algorithm search depth search tree Sect selected sequence shogi Sokoban solution solve special rules speciﬁc Springer-Verlag square stones strategy suﬃcient Table Theorem threat tournament transposition table update vector White