Computers and Games First International Conference, CG’98 Tsukuba, Japan, November 11–12, 1998 Proceedings

Bibliographic Details
Other Authors: Herik, H. Jaap van den (Editor), Iida, Hiroyuki (Editor)
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