Computers and Games: 4th International Conference, CG 2004, Ramat-Gan, Israel, July 5-7, 2004. Revised Papers
H. Jaap van den Herik, Yngvi Björnsson, Nathan S. Netanyahu
Springer, Mar 14, 2006 - Microcomputers - 333 pages
This book constitutes the thoroughly refereed post-proceedings of the 4th International Conference on Computers and Games, CG 2004, held in July 2004. The 21 revised full papers presented together with one keynote article were carefully selected during two rounds of reviewing and improvement from 37 submissions. The papers cover all aspects of artificial intelligence in computer-game playing. Topics addressed include evaluation and learning, search, single-agent search and planning, and computer Go.
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Efficient Control of Selective Simulations
GameTree Search with Adaptation in Stochastic ImperfectInformation
Rediscovering Minimax Search
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alpha-beta Amazons Arimaa Artificial Intelligence average backgammon black King blockage detection branching factor candidate moves capture cards chance nodes Chinese chess combinatorial games compound goal Computer Science cutoff Deep Maize disk domains endgame databases evaluation function example Expectimax experiments Figure game graph game tree Gnubg Herik heuristic evaluation Hold'em ICCA Journal implementation intersections iteration Kriegspiel leaf nodes legal moves lockstep protocol look-ahead cheating metapositions method Minimax Monte Carlo move ordering multi-player games negamax number of nodes opening book opponent modeling opponent's optimal performance pieces play player poker position possible problem propagation pruning random games regions relative history heuristic relevancy zones retrograde analysis sample score search algorithm search depth search tree Section selective semi-sequence sequence simulation solved solver special rules star Star2 static evaluation strategy subgames Subsection techniques tournament transposition table tree search Uiterwijk update variance