LEADER 04123nam 22008535 450 001 9910484301603321 005 20251226203226.0 010 $a3-540-48889-8 024 7 $a10.1007/11922155 035 $a(CKB)1000000000283699 035 $a(SSID)ssj0000315788 035 $a(PQKBManifestationID)11230076 035 $a(PQKBTitleCode)TC0000315788 035 $a(PQKBWorkID)10255557 035 $a(PQKB)11563512 035 $a(DE-He213)978-3-540-48889-7 035 $a(MiAaPQ)EBC3068529 035 $a(PPN)123139589 035 $a(BIP)34164478 035 $a(BIP)13947257 035 $a(EXLCZ)991000000000283699 100 $a20100325d2006 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aAdvances in Computer Games $e11th International Conference, ACG 2005, Taipei, Taiwan, September 6-8, 2005. Revised Papers /$fedited by H. Jaap van den Herik, Shun-Chin Hsu, Tsan-sheng Hsu, H.H.L.M. Donkers 205 $a1st ed. 2006. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2006. 215 $a1 online resource (XIV, 273 p.) 225 1 $aTheoretical Computer Science and General Issues,$x2512-2029 ;$v4250 300 $aBibliographic Level Mode of Issuance: Monograph 311 08$a3-540-48887-1 320 $aIncludes bibiliographical references and index. 327 $aInnovative Opening-Book Handling -- Partial Information Endgame Databases -- Automatic Generation of Search Engines -- RSPSA: Enhanced Parameter Optimization in Games -- Similarity Pruning in PrOM Search -- Enhancing Search Efficiency by Using Move Categorization Based on Game Progress in Amazons -- Recognizing Seki in Computer Go -- Move-Pruning Techniques for Monte-Carlo Go -- A Phantom-Go Program -- Dual Lambda Search and Shogi Endgames -- Chunking in Shogi: New Findings -- King Race -- The Graph-History Interaction Problem in Chinese Chess -- A New Family of k-in-a-Row Games -- Exact-Bound Analyzes and Optimal Strategies for Mastermind with a Lie -- Player Modeling, Search Algorithms and Strategies in Multi-player Games -- Solving Probabilistic Combinatorial Games -- On Colored Heap Games of Sumbers -- An Event-Based Pool Physics Simulator -- Optimization of a Billiard Player ? Position Play. 330 $aThis book constitutes the thoroughly refereed post-proceedings of the 11th International Conference on Advances in Computer Games, ACG 2005, held in Taipei, Taiwan, in September 2005 in conjunction with the 10th Computer Olympiad. It contains 20 papers that cover all aspects of artificial intelligence in computer-game playing. 410 0$aTheoretical Computer Science and General Issues,$x2512-2029 ;$v4250 606 $aComputer science 606 $aComputer science$xMathematics 606 $aDiscrete mathematics 606 $aNumerical analysis 606 $aMathematical statistics 606 $aArtificial intelligence 606 $aAlgorithms 606 $aComputer Science 606 $aDiscrete Mathematics in Computer Science 606 $aNumerical Analysis 606 $aProbability and Statistics in Computer Science 606 $aArtificial Intelligence 606 $aAlgorithms 615 0$aComputer science. 615 0$aComputer science$xMathematics. 615 0$aDiscrete mathematics. 615 0$aNumerical analysis. 615 0$aMathematical statistics. 615 0$aArtificial intelligence. 615 0$aAlgorithms. 615 14$aComputer Science. 615 24$aDiscrete Mathematics in Computer Science. 615 24$aNumerical Analysis. 615 24$aProbability and Statistics in Computer Science. 615 24$aArtificial Intelligence. 615 24$aAlgorithms. 676 $a794.8/1526 701 $aHerik$b H. J. van den$g(Hendrik Jacob)$01758390 712 12$aAdvances in Computer Games (Conference) 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910484301603321 996 $aAdvances in computer games$94196587 997 $aUNINA