Download Advances in Computer Games: Many Games, Many Challenges by D. Gomboc, T. A. Marsland, M. Buro (auth.), H. Jaap Van Den PDF

By D. Gomboc, T. A. Marsland, M. Buro (auth.), H. Jaap Van Den Herik, Hiroyuki Iida, Ernst A. Heinz (eds.)

1 believe privileged that the J(jh Advances in machine video games convention (ACG 10) happens in Graz, Styria, Austria. it's the frrst time that Austria acts as host kingdom for this significant occasion. The sequence of meetings began in Edinburgh, Scotland in 1975 and was once then held 4 occasions in England, thrice within the Netherlands, and as soon as in Germany. The ACG-10 convention in Graz is distinct in that it's organised including the eleventh international computing device­ Chess Championship (WCCC), the Sth desktop Olympiad (CO), and the eu Union Y outh Chess Championship. The eleven th WCCC and ACG 10 occur within the Dom im Berg (Dome within the Mountain), a high-tech house with multimedia apparatus, positioned within the Schlossberg, within the centre of town. the aid of many sponsors (large and small) is gratefully stated. they are going to make the organization of this convention successful. specifically, 1 wish to thank the ecu Union for designating Graz because the Cultural Capital of Europe 2003. There are 24 permitted contributions via members from around the globe: Europe, Japan, united states, and Canada. the explicit learn effects ofthe ACG 10 are anticipated to tind their solution to basic functions. the consequences are defined within the pages that keep on with. The foreign stature including the technical value of this convention reaffrrms the mandate of the overseas laptop video games organization (ICGA) to symbolize the computer-games community.

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These cases are calledfail-high andfail-low, respectively. A pseudo-code representation of one version of the algorithm is shown in Figure 1. The algorithm shown is called "fail-hard" alpha-beta, because it generally returns alpha for fail-lows and beta for fail-highs. There First Experimental Results of ProbCut Applied to Chess 21 int AlphaBeta(int alpha, int beta, int height) { if (height ==O) return Evaluation(); int total_moves = GenerateMoves(); for (int i=O; i < total_moves; i++) { MakeMove(i); val= -AlphaBeta(-beta, -alpha, height-1); UndoMove(i); if (val >= beta) return val; if (val > alpha) alpha = val; } return alpha; } Figure 1.

And Weaver, L. (1998). KnightCap: A Chess Program that Learns by Combining TD(Â) with Game-tree Search. Proceedings of the Fifteenth International Conference in Machine Leaming (IMCL) pp. 28-36, Madison, Wl. Beal, D. F. and Smith, M. C. (1997). Learning Piece Values Using Temporal Differences. ICCA Joumal, Voi. 20, No. 3, pp. 147-151. Beal, D. F. and Smith, M. C. (1999a). Learning Piece-Square Values using Temporal Differences. ICCA Joumal, Voi. 22, No. 4, pp. 223-235. Beal, D. F. and Smith, M.

Experiments with Multi-ProbCut and a new high-quality evaluation function for Othello. Workshop on game-tree search, NECI. Buro, M. (1997 5 b). The Othello match of the year: Takeshi Murakarni vs. Logistello. ICCA Journal, 20(3):189-193. Donninger, C. (1993). ICCA Journal, 16(3):137-143. Heinz, E. (1999). ICCA Journal, 22(3):123-132. Junghanns, A. (1998). Are there practica! altematives to alpha-beta? ICCA Journal, 21(1): 14-32. Junghanns, A. and Brockington, M. (2002). Personal communication. , andMarsland, T.

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