04848nam 22007935 450 991014360240332120200704041955.03-540-45579-510.1007/3-540-45579-5(CKB)1000000000211416(SSID)ssj0000322161(PQKBManifestationID)11282758(PQKBTitleCode)TC0000322161(PQKBWorkID)10282521(PQKB)10582124(DE-He213)978-3-540-45579-0(MiAaPQ)EBC3072958(PPN)155217097(EXLCZ)99100000000021141620121227d2001 u| 0engurnn|008mamaatxtccrComputers and Games Second International Conference, CG 2001, Hamamatsu, Japan, October 26-28, 2000 Revised Papers /edited by Tony Marsland, Ian Frank1st ed. 2001.Berlin, Heidelberg :Springer Berlin Heidelberg :Imprint: Springer,2001.1 online resource (XIV, 450 p.) Lecture Notes in Computer Science,0302-9743 ;2063Bibliographic Level Mode of Issuance: Monograph3-540-43080-6 Includes bibliographical references at the end of each chapters and index.Search and Strategies -- A Least-Certainty Heuristic for Selective Search -- Lambda-Search in Game Trees — with Application to Go -- Abstract Proof Search -- Solving Kriegspiel-Like Problems: Examining Efficient Search Methods -- Strategies for the Automatic Construction of Opening Books -- Awari Retrograde Analysis -- Construction of Chinese Chess Endgame Databases by Retrograde Analysis -- Learning and Pattern Acquisition -- Learning from Perfection -- Chess Neighborhoods, Function Combination, and Reinforcement Learning -- Learning a Go Heuristic with Tilde -- Learning Time Allocation Using Neural Networks -- Theory and Complexity Issues -- The Complexity of Graph Ramsey Games -- Virus Versus Mankind -- Creating Difficult Instances of the Post Correspondence Problem -- Integer Programming Based Algorithms for Peg Solitaire Problems -- Ladders Are PSPACE-Complete -- Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphs -- Further Experiments with Games -- New Self-Play Results in Computer Chess -- SUPER-SOMA — Solving Tactical Exchanges in Shogi without Tree Searching -- A Shogi Processor with a Field Programmable Gate Array -- Plausible Move Generation Using Move Merit Analysis with Cut-Off Thresholds in Shogi -- Abstraction Methods for Game Theoretic Poker -- Reasoning by Agents in Computer Bridge Bidding -- Invited Talks and Reviews -- Linguistic Geometry for Solving War Games -- Physics and Ecology of Rock-Paper-Scissors Game -- Review: Computer Language Games -- Review: Computer Go 1984–2000 -- Review: Intelligent Agents for Computer Games -- Review: RoboCup through 2000 -- Review: Computer Shogi through 2000.Lecture Notes in Computer Science,0302-9743 ;2063Computer scienceComputersArtificial intelligenceComputer science—MathematicsAlgorithmsData structures (Computer science)Popular Computer Sciencehttps://scigraph.springernature.com/ontologies/product-market-codes/Q23000Theory of Computationhttps://scigraph.springernature.com/ontologies/product-market-codes/I16005Artificial Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/I21000Mathematics of Computinghttps://scigraph.springernature.com/ontologies/product-market-codes/I17001Algorithm Analysis and Problem Complexityhttps://scigraph.springernature.com/ontologies/product-market-codes/I16021Data Structureshttps://scigraph.springernature.com/ontologies/product-market-codes/I15017Computer science.Computers.Artificial intelligence.Computer science—Mathematics.Algorithms.Data structures (Computer science).Popular Computer Science.Theory of Computation.Artificial Intelligence.Mathematics of Computing.Algorithm Analysis and Problem Complexity.Data Structures.004.16Marsland Tonyedthttp://id.loc.gov/vocabulary/relators/edtFrank Ianedthttp://id.loc.gov/vocabulary/relators/edtMiAaPQMiAaPQMiAaPQBOOK9910143602403321Computers and Games772747UNINA