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04060nam a22006255i 4500 |
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978-3-540-87608-3 |
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20151029211836.0 |
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100301s2008 gw | s |||| 0|eng d |
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|a 9783540876083
|9 978-3-540-87608-3
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|a 10.1007/978-3-540-87608-3
|2 doi
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|a QA76.9.M35
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|a COM018000
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|a MAT008000
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|a 004.0151
|2 23
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|a Computers and Games
|h [electronic resource] :
|b 6th International Conference, CG 2008, Beijing, China, September 29 - October 1, 2008. Proceedings /
|c edited by H. Jaap van den Herik, Xinhe Xu, Zongmin Ma, Mark H. M. Winands.
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|a Berlin, Heidelberg :
|b Springer Berlin Heidelberg,
|c 2008.
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|a XII, 275 p.
|b online resource.
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|a text
|b txt
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|a computer
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|a online resource
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|a text file
|b PDF
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|a Lecture Notes in Computer Science,
|x 0302-9743 ;
|v 5131
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|a Single-Player Monte-Carlo Tree Search -- Amazons Discover Monte-Carlo -- Monte-Carlo Tree Search Solver -- An Analysis of UCT in Multi-player Games -- Multi-player Go -- Parallel Monte-Carlo Tree Search -- A Parallel Monte-Carlo Tree Search Algorithm -- Using Artificial Boundaries in the Game of Go -- A Fast Indexing Method for Monte-Carlo Go -- An Improved Safety Solver in Go Using Partial Regions -- Whole-History Rating: A Bayesian Rating System for Players of Time-Varying Strength -- Frequency Distribution of Contextual Patterns in the Game of Go -- A New Proof-Number Calculation Technique for Proof-Number Search -- About the Completeness of Depth-First Proof-Number Search -- Weak Proof-Number Search -- Cognitive Modeling of Knowledge-Guided Information Acquisition in Games -- Knowledge Inferencing on Chinese Chess Endgames -- Learning Positional Features for Annotating Chess Games: A Case Study -- Extended Null-Move Reductions -- GTQ: A Language and Tool for Game-Tree Analysis -- Probing the 4-3-2 Edge Template in Hex -- The Game of Synchronized Domineering -- A Retrograde Approximation Algorithm for Multi-player Can’t Stop -- AWT: Aspiration with Timer Search Algorithm in Siguo.
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|a This book constitutes the refereed proceedings of the 6th International Conference on Computers and Games, CG 2008, held in Beijing, China, in September/October 2008 co-located with the 13th Computer Olympiad and the 16th World Computer-Chess Championship. The 24 revised full papers presented were carefully reviewed and selected from 40 submissions. The papers cover all aspects of artificial intelligence in computer-game playing dealing with many different research topics, such as cognition, combinatorial game theory, search, knowledge representation, and optimization.
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|a Computer science.
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|a Data structures (Computer science).
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|a Algorithms.
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|a Numerical analysis.
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|a Computer science
|x Mathematics.
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|a Mathematical statistics.
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|a Artificial intelligence.
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|a Computer Science.
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|a Discrete Mathematics in Computer Science.
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|a Numeric Computing.
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|a Probability and Statistics in Computer Science.
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650 |
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|a Artificial Intelligence (incl. Robotics).
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|a Algorithm Analysis and Problem Complexity.
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|a Data Structures.
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700 |
1 |
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|a Herik, H. Jaap van den.
|e editor.
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700 |
1 |
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|a Xu, Xinhe.
|e editor.
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1 |
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|a Ma, Zongmin.
|e editor.
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700 |
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|a Winands, Mark H. M.
|e editor.
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710 |
2 |
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|a SpringerLink (Online service)
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773 |
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|t Springer eBooks
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776 |
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|i Printed edition:
|z 9783540876076
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830 |
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|a Lecture Notes in Computer Science,
|x 0302-9743 ;
|v 5131
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856 |
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|u http://dx.doi.org/10.1007/978-3-540-87608-3
|z Full Text via HEAL-Link
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912 |
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|a ZDB-2-SCS
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912 |
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|a ZDB-2-LNC
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950 |
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|a Computer Science (Springer-11645)
|