LEADER 01225nam 2200289la 450 001 9910481520103321 005 20210618142905.0 035 $a(UK-CbPIL)2090346779 035 $a(CKB)5500000000105309 035 $a(EXLCZ)995500000000105309 100 $a20210618d1559 uy | 101 0 $alat 135 $aurcn||||a|bb| 200 10$aC. Plinii Secundi Naturalis historiae libri trigintaseptem, a Paulo Manutio multis in locis emendati. Castigationes Sigismundi Gelenij. Index plenissimus$b[electronic resource] 210 $aVenice $cPaolo Manuzio, 1512-1574$d1559 215 $aOnline resource (2 pt. ([14] c., 976 col., [18] c., [66] c.), 2°) 300 $aReproduction of original in Biblioteca Nazionale Centrale di Firenze. 700 $aPliny$b the Elder$0851469 701 $aCamers$b Joannes$f1447-1546.$0899372 701 $aGelen$b Sigmund$f1497-1554.$0310923 701 $aManuzio$b Paolo$f1512-1574.$0327584 801 0$bUk-CbPIL 801 1$bUk-CbPIL 906 $aBOOK 912 $a9910481520103321 996 $aC. Plinii Secundi Naturalis historiae libri trigintaseptem, a Paulo Manutio multis in locis emendati. Castigationes Sigismundi Gelenij. Index plenissimus$92009388 997 $aUNINA LEADER 06504nam 22008295 450 001 9910144213003321 005 20200706122209.0 010 $a3-540-40031-1 024 7 $a10.1007/b94154 035 $a(CKB)1000000000212250 035 $a(SSID)ssj0000322162 035 $a(PQKBManifestationID)11277757 035 $a(PQKBTitleCode)TC0000322162 035 $a(PQKBWorkID)10280974 035 $a(PQKB)10956572 035 $a(DE-He213)978-3-540-40031-8 035 $a(MiAaPQ)EBC3088532 035 $a(PPN)155188267 035 $a(EXLCZ)991000000000212250 100 $a20121227d2003 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aComputers and Games $eThird International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002, Revised Papers /$fedited by Jonathan Schaeffer, Martin Müller, Yngvi Björnsson 205 $a1st ed. 2003. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2003. 215 $a1 online resource (XII, 436 p.) 225 1 $aLecture Notes in Computer Science,$x0302-9743 ;$v2883 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a3-540-20545-4 320 $aIncludes bibliographical references and index. 327 $a1: Evaluation and Learning -- Distinguishing Gamblers from Investors at the Blackjack Table -- MOUSE(?): A Self-teaching Algorithm that Achieved Master-Strength at Othello -- Investigation of an Adaptive Cribbage Player -- Learning a Game Strategy Using Pattern-Weights and Self-play -- 2: Search -- PDS-PN: A New Proof-Number Search Algorithm -- A Generalized Threats Search Algorithm -- Proof-Set Search -- A Comparison of Algorithms for Multi-player Games -- Selective Search in an Amazons Program -- Playing Games with Multiple Choice Systems -- The Neural MoveMap Heuristic in Chess -- Board Maps and Hill-Climbing for Opening and Middle Game Play in Shogi -- 3: Combinatorial Games/Theory -- Solitaire Clobber -- Complexity of Error-Correcting Codes Derived from Combinatorial Games -- Analysis of Composite Corridors -- 4: Opening/Endgame Databases -- New Winning and Losing Positions for 7×7 Hex -- Position-Value Representation in Opening Books -- Indefinite Sequence of Moves in Chinese Chess Endgames -- 5: Commercial Games -- ORTS: A Hack-Free RTS Game Environment -- Causal Normalization: A Methodology for Coherent Story Logic Design in Computer Role-Playing Games -- A Structure for Modern Computer Narratives -- 6: Single-Agent Search/Planning -- Tackling Post?s Correspondence Problem -- Perimeter Search Performance -- Using Abstraction for Planning in Sokoban -- 7: Computer Go -- A Small Go Board Study of Metric and Dimensional Evaluation Functions -- Local Move Prediction in Go -- Evaluating Kos in a Neutral Threat Environment: Preliminary Results. 330 $aThe Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu,Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton,Alberta,Canada),July25?27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Post?s Correspondence Problem). 410 0$aLecture Notes in Computer Science,$x0302-9743 ;$v2883 606 $aComputer science 606 $aComputer science?Mathematics 606 $aData structures (Computer science) 606 $aAlgorithms 606 $aNumerical analysis 606 $aMathematical statistics 606 $aPopular Computer Science$3https://scigraph.springernature.com/ontologies/product-market-codes/Q23000 606 $aDiscrete Mathematics in Computer Science$3https://scigraph.springernature.com/ontologies/product-market-codes/I17028 606 $aData Structures$3https://scigraph.springernature.com/ontologies/product-market-codes/I15017 606 $aAlgorithm Analysis and Problem Complexity$3https://scigraph.springernature.com/ontologies/product-market-codes/I16021 606 $aNumeric Computing$3https://scigraph.springernature.com/ontologies/product-market-codes/I1701X 606 $aProbability and Statistics in Computer Science$3https://scigraph.springernature.com/ontologies/product-market-codes/I17036 615 0$aComputer science. 615 0$aComputer science?Mathematics. 615 0$aData structures (Computer science) 615 0$aAlgorithms. 615 0$aNumerical analysis. 615 0$aMathematical statistics. 615 14$aPopular Computer Science. 615 24$aDiscrete Mathematics in Computer Science. 615 24$aData Structures. 615 24$aAlgorithm Analysis and Problem Complexity. 615 24$aNumeric Computing. 615 24$aProbability and Statistics in Computer Science. 676 $a794.8/1416 702 $aSchaeffer$b Jonathan$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aMüller$b Martin$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aBjörnsson$b Yngvi$4edt$4http://id.loc.gov/vocabulary/relators/edt 712 12$aCG 2002 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910144213003321 996 $aComputers and Games$9772747 997 $aUNINA