LEADER 03185nam 22005415 450 001 996534465103316 005 20230523135936.0 010 $a3-031-34017-5 024 7 $a10.1007/978-3-031-34017-8 035 $a(MiAaPQ)EBC30551636 035 $a(Au-PeEL)EBL30551636 035 $a(OCoLC)1380746698 035 $a(DE-He213)978-3-031-34017-8 035 $a(BIP)091289283 035 $a(PPN)270612467 035 $a(EXLCZ)9926769593300041 100 $a20230523d2023 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aComputers and Games$b[electronic resource] $eInternational Conference, CG 2022, Virtual Event, November 22?24, 2022, Revised Selected Papers /$fedited by Cameron Browne, Akihiro Kishimoto, Jonathan Schaeffer 205 $a1st ed. 2023. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Springer,$d2023. 215 $a1 online resource (196 pages) 225 1 $aLecture Notes in Computer Science,$x1611-3349 ;$v13865 311 08$aPrint version: Browne, Cameron Computers and Games Cham : Springer International Publishing AG,c2023 9783031340161 327 $aClassic Games: FairKalah: Towards Fair Mancala Play -- Improving Search in Go Using Bounded Static Safety -- Chinese Checkers Bitboards for Move Generation and Ranking Using Bitboards. Multi-Player and Multi-Action Games: Solving Chainmail Jousting -- An Algorithm for Multiplayer Games Exploiting Opponents' Interactions with the Player -- Incentivizing Information Gain in Hidden Information Multi-Action Games. Solving Games: QBF Solving using Best First Search -- Oware is Strongly Solved -- Solving Impartial SET using Knowledge and Combinatorial Game Theory. Measuring Games: Which Rules for Mu Torere? -- Measuring Board Game Distance. Decision Making in Games and Puzzles: Improving Computer Play in Skat with Hope Cards -- Batch Monte Carlo Tree Search -- Human and Computer Decision-Making in Chess with Applications to Online Cheat Detection -- Procedural Generation of Rush Hour Levels. 330 $aThis book constitutes the refereed proceedings of the International Conference on Computers and Games, CG 2022, held virtually, during November 22?24, 2022. The 15 full papers included in this book were carefully reviewed and selected from 23 submissions. They were organized in topical sections as follows: classic games, multi-player and multi-action games, solving games, measuring games, decision making in games and puzzles. 410 0$aLecture Notes in Computer Science,$x1611-3349 ;$v13865 606 $aAlgorithms 606 $aDesign and Analysis of Algorithms 610 $aRecreation 610 $aSports & Recreation 615 0$aAlgorithms. 615 14$aDesign and Analysis of Algorithms. 676 $a794.81 700 $aBrowne$b Cameron$01358954 701 $aKishimoto$b Akihiro$01358955 701 $aSchaeffer$b Jonathan$01358956 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a996534465103316 996 $aComputers and Games$93371752 997 $aUNISA