Computers and Games First International Conference, CG’98 Tsukuba, Japan, November 11–12, 1998 Proceedings
Other Authors: | , |
---|---|
Format: | eBook |
Language: | English |
Published: |
Berlin, Heidelberg
Springer Berlin Heidelberg
1999, 1999
|
Edition: | 1st ed. 1999 |
Series: | Lecture Notes in Computer Science
|
Subjects: | |
Online Access: | |
Collection: | Springer Book Archives -2004 - Collection details see MPG.ReNa |
Table of Contents:
- Search and Strategies
- Relevance Cuts: Localizing the Search
- Multi-cut Pruning in Alpha-Beta Search
- A Solution to the GHI Problem for Best-First Search
- Optimal Play against Best Defence: Complexity and Heuristics
- A Speculative Strategy
- An Adversarial Planning Approach to Go
- Learning and Pattern Acquisition
- First Results from Using Temporal Difference Learning in Shogi
- From Simple Features to Sophisticated Evaluation Functions
- A Two-Step Model of Pattern Acquisition: Application to Tsume-Go
- A Neural Network Program of Tsume-Go
- Distributed Decision Making in Checkers
- Theory
- Game Tree Algorithms and Solution Trees
- A New Heap Game
- Infinite Cyclic Impartial Games
- On the Complexity of Tsume-Go
- Extended Thermography for Multiple Kos in Go
- Go, Tsume-Shogi, and Heian-Shogi
- Computer Go: A Research Agenda
- Estimating the Possible Omission Number for Groups in Go by the Number of n-th Dame
- Relations between Skill and the Use of Terms
- A Survey of Tsume-Shogi Programs Using Variable-Depth Search
- Retrograde Analysis of the KGK Endgame in Shogi: Its Implications for Ancient Heian Shogi