LEADER 01162nam0-22003611i-450 001 990003576270403321 005 20220926115852.0 035 $a000357627 035 $aFED01000357627 035 $a(Aleph)000357627FED01 035 $a000357627 100 $a20000920d19492-toy0itay50------ba 101 0 $aita 102 $aIT 105 $ay-------001yy 200 1 $a<>seconda guerra mondiale nei documenti segreti della Casa Bianca$fa cura di Robert E. Sherwood 210 $aMilano$cGarzanti$d1949 2 tomi 215 $a2 volumi (XV, 447 p., [3] carte di tav.; 571 p., [4] carte di tav.) : ill. ; 22 cm 225 1 $aMemorie e documenti 676 $a940.5373$v23$zita 702 1$aSherwood Robert E.; Casa Bianca 801 0$aIT$bUNINA$gREICATA$2UNIMARC 901 $aBK 912 $a990003576270403321 952 $aSE 106.04.34-1$b27392A$fDECSE 952 $aSE 106.04.34-2$b27392B$fDECSE 952 $aXXI Collezione 3$b29868$fFGBC 952 $aXXI Collezione 4$bs.i.$fFGBC 959 $aDECSE 959 $aFGBC 996 $aSeconda guerra mondiale nei documenti segreti della Casa Bianca$9493981 997 $aUNINA DB $aING01 LEADER 05586nam 22008295 450 001 9910143602403321 005 20251116234146.0 010 $a3-540-45579-5 024 7 $a10.1007/3-540-45579-5 035 $a(CKB)1000000000211416 035 $a(SSID)ssj0000322161 035 $a(PQKBManifestationID)11282758 035 $a(PQKBTitleCode)TC0000322161 035 $a(PQKBWorkID)10282521 035 $a(PQKB)10582124 035 $a(DE-He213)978-3-540-45579-0 035 $a(MiAaPQ)EBC3072958 035 $a(PPN)155217097 035 $a(BIP)13638616 035 $a(BIP)7581756 035 $a(EXLCZ)991000000000211416 100 $a20121227d2001 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aComputers and Games $eSecond International Conference, CG 2001, Hamamatsu, Japan, October 26-28, 2000 Revised Papers /$fedited by Tony Marsland, Ian Frank 205 $a1st ed. 2001. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2001. 215 $a1 online resource (XIV, 450 p.) 225 1 $aLecture Notes in Computer Science,$x0302-9743 ;$v2063 300 $aBibliographic Level Mode of Issuance: Monograph 311 08$a3-540-43080-6 320 $aIncludes bibliographical references at the end of each chapters and index. 327 $aSearch 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. 330 $aThis book constitutes the thoroughly refereed postproceedings of the Second International Conference on Computers and Games, CG 2001, held in Hamamatsu, Japan in October 2000. The 23 revised full papers presented together with two invited contributions and five reviews were carefully refereed and selected during two rounds of reviewing and improvement. The papers are organized in topical sections on search and strategies, learning and pattern acquisition, theory and complexity issues, and further experiments on game; the reviews presented are on computer language games, computer Go, intelligent agents for computer games, RoboCup, and computer Shogi. 410 0$aLecture Notes in Computer Science,$x0302-9743 ;$v2063 606 $aComputer science 606 $aComputers 606 $aArtificial intelligence 606 $aComputer science?Mathematics 606 $aAlgorithms 606 $aData structures (Computer science) 606 $aPopular Computer Science$3https://scigraph.springernature.com/ontologies/product-market-codes/Q23000 606 $aTheory of Computation$3https://scigraph.springernature.com/ontologies/product-market-codes/I16005 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 606 $aMathematics of Computing$3https://scigraph.springernature.com/ontologies/product-market-codes/I17001 606 $aAlgorithm Analysis and Problem Complexity$3https://scigraph.springernature.com/ontologies/product-market-codes/I16021 606 $aData Structures$3https://scigraph.springernature.com/ontologies/product-market-codes/I15017 615 0$aComputer science. 615 0$aComputers. 615 0$aArtificial intelligence. 615 0$aComputer science?Mathematics. 615 0$aAlgorithms. 615 0$aData structures (Computer science) 615 14$aPopular Computer Science. 615 24$aTheory of Computation. 615 24$aArtificial Intelligence. 615 24$aMathematics of Computing. 615 24$aAlgorithm Analysis and Problem Complexity. 615 24$aData Structures. 676 $a004.16 702 $aMarsland$b T. Anthony$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aFrank$b Ian$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910143602403321 996 $aComputers and Games$9772747 997 $aUNINA