Advances in Computer Games : 18th International Conference, ACG 2023, Virtual Event, November 28-30, 2023, Revised Selected Papers |
Autore | Hartisch Michael |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Cham : , : Springer, , 2024 |
Descrizione fisica | 1 online resource (176 pages) |
Altri autori (Persone) |
HsuehChu-Hsuan
SchaefferJonathan |
Collana | Lecture Notes in Computer Science Series |
ISBN | 3-031-54968-6 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Preface -- Organization -- Contents -- Chess and Its Variants -- Making Superhuman AI More Human in Chess -- 1 Introduction -- 2 Background -- 3 Methodology -- 3.1 Training Our Baseline Engines -- 3.2 Experimental Procedure -- 3.3 Performance Metrics -- 4 Implementation and Results -- 4.1 Fixed-Depth Search -- 4.2 Depth Ensemble Model -- 4.3 Evaluation Window Model -- 5 Discussion -- 6 Conclusions and Future Work -- References -- Merging Neural Networks with Traditional Evaluations in Crazyhouse -- 1 Introduction -- 2 Implementation of CrazyRabbit -- 2.1 Monte Carlo Tree Search -- 2.2 Deep Neural Network -- 2.3 Training Data and Supervised Learning -- 2.4 Evaluation Function and Hybrid Approach -- 3 Self-play Experiment -- 4 Experiment with Fairy-Stockfish -- 5 Go-Deep Experiment -- 6 Average Move Score Deviations -- 7 Conclusion -- References -- Stockfish or Leela Chess Zero? A Comparison Against Endgame Tablebases -- 1 Introduction -- 2 Related Work -- 3 Background -- 3.1 Endgame Tablebases -- 3.2 Stockfish -- 3.3 Leela Chess Zero -- 4 Dataset and Evaluation Method -- 4.1 Dataset Generation and Preprocessing -- 4.2 Engine Settings -- 5 Experimental Results -- 5.1 Wrong Play Analysis -- 5.2 Improvement Analysis After Incorporating Search -- 5.3 Engine Behaviour Analysis in Positions with a Single Pawn for the Weaker Side -- 6 Conclusion and Future Work -- References -- Solving Games -- Solving NoGo on Small Rectangular Boards -- 1 Introduction -- 2 Related Work -- 3 Sorted Bucket Hash and Its Use in Solving Games -- 3.1 Boolean Negamax Search and Heuristics -- 3.2 A Transposition Table with Perfect Hashing -- 4 NoGo Results and Solution Analysis -- 4.1 44 NoGo -- 4.2 55 NoGo -- 4.3 Solutions of Rectangular NoGo Boards -- 5 Summary and Future Work -- References -- Optimal Play of the Great Rolled Ones Game -- 1 Introduction -- 2 Rules.
3 Optimality Equations and Solution Method -- 4 Optimal Policy -- 5 Komi -- 6 Human-Playable Policies -- 6.1 Roll with 4 or 5 Dice Policy -- 6.2 Fixed Hold-At Policy -- 6.3 Simple Player and Ones Cases -- 6.4 Keep Pace, End Race, by Case -- 7 Future Work -- 8 Conclusions -- References -- Board Games and Card Games -- MCTS with Dynamic Depth Minimax -- 1 Introduction -- 2 Background -- 3 Dynamic Depth Minimax -- 3.1 Analysis of Terminal Lines -- 3.2 Analysis and Discussion -- 4 Dynamic Depth Models and Benchmarks -- 4.1 Strongest Fixed Depth Model -- 4.2 Adjusting Dynamic Depth Models -- 4.3 Analysis of Results -- 5 Conclusion -- References -- Can We Infer Move Sequences in Go from Stone Arrangements? -- 1 Introduction -- 2 Problem Formulation -- 3 Background -- 3.1 Related Work -- 3.2 Simulated Annealing -- 4 Simulated Annealing for Inferring Go Move Sequences -- 5 Experiments -- 5.1 Experiment Settings -- 5.2 Main Results -- 5.3 Selected Move Sequences -- 5.4 Ablation Studies -- 6 Conclusions -- References -- Quantifying Feature Importance of Games and Strategies via Shapley Values -- 1 Introduction -- 2 Notation and Background -- 2.1 Extensive-Form Games -- 2.2 Exploitability -- 2.3 Counterfactual Regret Minimization (CFR) -- 2.4 Abstraction -- 2.5 Feature Importance and Shapley Value -- 3 Related Work -- 4 Descriptions of Our Methods -- 4.1 Shapley Game Feature Importance -- 4.2 Shapley Strategy Feature Importance -- 5 Experiments -- 5.1 Goofspiel -- 5.2 SGFI of Goofspiel -- 5.3 SSFI of Goofspiel AI -- 6 Conclusion -- References -- Player Investigation -- The Impact of Wind Simulation on Perceived Realism of Players -- 1 Introduction -- 1.1 Wind Simulation in Games -- 2 The Game -- 2.1 Game Design -- 3 Study -- 3.1 Method -- 3.2 Result -- 3.3 Discussion -- 4 Conclusion -- References. Hades Again and Again: A Study on Frustration Tolerance, Physiology and Player Experience -- 1 Introduction -- 2 Related Work -- 3 Methods and Materials -- 3.1 The Game -- 3.2 Protocol -- 4 Results -- 4.1 Features Extraction -- 4.2 Analysis -- 5 Discussion and Conclusions -- References -- Math, Games, and Puzzles -- Analysis of a Collatz Game and Other Variants of the 3n+1 Problem -- 1 Introduction -- 2 The 3n1 Game -- 3 Game Variants -- 4 Collatz Variants and a General Conjecture on Convergence -- 5 Convergence in a Stochastic Variant of the Collatz Problem -- 6 Discussion, Open Problems, Prizes -- A Random Walks with Drift -- References -- Implicit QBF Encodings for Positional Games -- 1 Introduction -- 2 Preliminaries -- 3 Maker-Breaker Explicit-Board Encodings -- 3.1 Explicit-Board, All-Goals: (EA) -- 3.2 Implicit-Goal Representations -- 4 Implicit-Board Encodings -- 4.1 Lifted Neighbor-Based Encoding (LN) -- 4.2 Lifted Transversal-Based Encoding (LT) -- 4.3 Stateless Neighbor-Based (SN) -- 5 Implementation and Evaluation -- 5.1 Size of the QBF Encodings -- 5.2 Solver Performance for Various Encodings -- 6 Conclusion and Future Work -- References -- The Mathematical Game -- 1 Introduction -- 2 Holophrasm and Metamath -- 2.1 Metamath -- 2.2 Classical Holophrasm -- 3 Classical Tree Search Algorithm for Metamath Theorem Proving -- 3.1 Minimax -- 3.2 PUCT -- 3.3 Product Propagation -- 3.4 Proof Number Search -- 3.5 HyperTree Proof Search -- 4 New Tree Search Algorithm for Metamath Theorem Proving -- 4.1 Production Propagation Combined with PUCT -- 5 Conclusion -- References -- Slitherlink Art -- 1 Introduction -- 2 Prior Work -- 2.1 Deductive Search -- 2.2 Difficulty -- 2.3 Interestingness -- 3 Approach -- 3.1 Boundary Repair -- 3.2 ASCII Art Sources -- 4 Challenge Generation -- 4.1 Repeated Hint Patterns -- 4.2 Radial Hint Patterns. 4.3 Spiral Hint Patterns -- 4.4 Subtractive Hint Patterns -- 4.5 Pictorial Hint Patterns -- 5 Summary -- 6 Conclusion -- References -- Author Index. |
Record Nr. | UNISA-996587860603316 |
Hartisch Michael | ||
Cham : , : Springer, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Advances in Computer Games : 18th International Conference, ACG 2023, Virtual Event, November 28–30, 2023, Revised Selected Papers / / edited by Michael Hartisch, Chu-Hsuan Hsueh, Jonathan Schaeffer |
Edizione | [1st ed. 2024.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 |
Descrizione fisica | 1 online resource (176 pages) |
Disciplina | 794.17 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
Computer science
User interfaces (Computer systems) Human-computer interaction Artificial intelligence Computer vision Computer science - Mathematics Theory of Computation User Interfaces and Human Computer Interaction Artificial Intelligence Computer Vision Mathematics of Computing |
ISBN | 3-031-54968-6 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chess and its Variants -- Making Superhuman AI More Human in Chess -- Merging Neural Networks with Traditional Evaluations in Crazyhouse -- Stockfish or Leela Chess Zero? A Comparison Against Endgame Tablebases -- Solving Games -- Solving NoGo on Small Rectangular Boards -- Optimal Play of the Great Rolled Ones Game -- Board Games and Card Games -- MCTS with Dynamic Depth Minimax -- Can We Infer Move Sequences in Go from Stone Arrangements? -- Quantifying Feature Importance of Games and Strategies via Shapley Values -- Player Investigation -- The Impact of Wind Simulation on Perceived Realism of Players -- Hades Again and Again: A Study on Frustration Tolerance, Physiology and Player Experience -- Math, Games, and Puzzles -- Analysis of a Collatz Game and Other Variants of the 3n+1 Problem -- Implicit QBF Encodings for Positional Games -- The Mathematical Game -- SlitherlinkArt. |
Record Nr. | UNINA-9910841870403321 |
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Advances in computer games : 17th International Conference, ACG 2021, virtual event, November 23-25, 2021, revised selected papers / / Cameron Browne, Akihiro Kishimoto, Jonathan Schaeffer, editors |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2022] |
Descrizione fisica | 1 online resource (260 pages) |
Disciplina | 794.81526 |
Collana | Lecture notes in computer science |
Soggetto topico | Computer games - Programming |
ISBN | 3-031-11488-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910585974803321 |
Cham, Switzerland : , : Springer, , [2022] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Advances in computer games : 17th International Conference, ACG 2021, virtual event, November 23-25, 2021, revised selected papers / / Cameron Browne, Akihiro Kishimoto, Jonathan Schaeffer, editors |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2022] |
Descrizione fisica | 1 online resource (260 pages) |
Disciplina | 794.81526 |
Collana | Lecture notes in computer science |
Soggetto topico | Computer games - Programming |
ISBN | 3-031-11488-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996483158203316 |
Cham, Switzerland : , : Springer, , [2022] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Computers and Games [[electronic resource] ] : International Conference, CG 2022, Virtual Event, November 22–24, 2022, Revised Selected Papers / / edited by Cameron Browne, Akihiro Kishimoto, Jonathan Schaeffer |
Autore | Browne Cameron |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (196 pages) |
Disciplina | 794.81 |
Altri autori (Persone) |
KishimotoAkihiro
SchaefferJonathan |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
Algorithms
Design and Analysis of Algorithms |
Soggetto non controllato |
Recreation
Sports & Recreation |
ISBN | 3-031-34017-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Classic 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. |
Record Nr. | UNISA-996534465103316 |
Browne Cameron | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Computers and Games : International Conference, CG 2022, Virtual Event, November 22–24, 2022, Revised Selected Papers / / edited by Cameron Browne, Akihiro Kishimoto, Jonathan Schaeffer |
Autore | Browne Cameron |
Edizione | [1st ed. 2023.] |
Pubbl/distr/stampa | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Descrizione fisica | 1 online resource (196 pages) |
Disciplina | 794.81 |
Altri autori (Persone) |
KishimotoAkihiro
SchaefferJonathan |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
Algorithms
Design and Analysis of Algorithms |
Soggetto non controllato |
Recreation
Sports & Recreation |
ISBN | 3-031-34017-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Classic 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. |
Record Nr. | UNINA-9910726283203321 |
Browne Cameron | ||
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Computers and Games [[electronic resource] ] : Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002, Revised Papers / / edited by Jonathan Schaeffer, Martin Müller, Yngvi Björnsson |
Edizione | [1st ed. 2003.] |
Pubbl/distr/stampa | Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2003 |
Descrizione fisica | 1 online resource (XII, 436 p.) |
Disciplina | 794.8/1416 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
Computer science
Computer science—Mathematics Data structures (Computer science) Algorithms Numerical analysis Mathematical statistics Popular Computer Science Discrete Mathematics in Computer Science Data Structures Algorithm Analysis and Problem Complexity Numeric Computing Probability and Statistics in Computer Science |
ISBN | 3-540-40031-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1: 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. |
Record Nr. | UNISA-996465812403316 |
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2003 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Computers and Games : Third International Conference, CG 2002, Edmonton, Canada, July 25-27, 2002, Revised Papers / / edited by Jonathan Schaeffer, Martin Müller, Yngvi Björnsson |
Edizione | [1st ed. 2003.] |
Pubbl/distr/stampa | Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2003 |
Descrizione fisica | 1 online resource (XII, 436 p.) |
Disciplina | 794.8/1416 |
Collana | Lecture Notes in Computer Science |
Soggetto topico |
Computer science
Computer science—Mathematics Data structures (Computer science) Algorithms Numerical analysis Mathematical statistics Popular Computer Science Discrete Mathematics in Computer Science Data Structures Algorithm Analysis and Problem Complexity Numeric Computing Probability and Statistics in Computer Science |
ISBN | 3-540-40031-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1: 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. |
Record Nr. | UNINA-9910144213003321 |
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2003 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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