Computer Games

Workshop on Computer Games, CGW 2013, Held in Conjunction with the 23rd International Conference on Artificial Intelligence, IJCAI 2013, Beijing, China, August 3, 2013, Revised Selected Papers

  • Tristan Cazenave
  • Mark H.M. Winands
  • Hiroyuki Iida
Conference proceedings CGW 2013

DOI: 10.1007/978-3-319-05428-5

Part of the Communications in Computer and Information Science book series (CCIS, volume 408)

Table of contents (9 papers)

  1. Front Matter
    Pages I-XI
  2. Building Large Compressed PDBs for the Sliding Tile Puzzle
    Robert Döbbelin, Thorsten Schütt, Alexander Reinefeld
    Pages 16-27
  3. Monte Carlo Tree Search in Simultaneous Move Games with Applications to Goofspiel
    Marc Lanctot, Viliam Lisý, Mark H. M. Winands
    Pages 28-43
  4. Decision Trees for Computer Go Features
    Francois van Niekerk, Steve Kroon
    Pages 44-56
  5. UCT Enhancements in Chinese Checkers Using an Endgame Database
    Max Roschke, Nathan R. Sturtevant
    Pages 57-70
  6. Automated Generation of New Concepts from General Game Playing
    Yuichiro Sato, Tristan Cazenave
    Pages 71-80
  7. WALTZ: A Strong Tzaar-Playing Program
    Tomáš Valla, Pavel Veselý
    Pages 81-96
  8. Perfectly Solving Domineering Boards
    Jos W. H. M. Uiterwijk
    Pages 97-121
  9. Back Matter
    Pages 133-133

About these proceedings

Introduction

This book constitutes the refereed proceedings of the Computer Games Workshop, CGW 2013, held in Beijing, China, in August 2013, in conjunction with the Twenty-third International Conference on Artificial Intelligence, IJCAI 2013. The 9 revised full papers presented were carefully reviewed and selected from 15 submissions. The papers cover a wide range of topics related to computer games. They discuss six games that are played by humans in practice: Chess, Domineering, Chinese Checkers, Go, Goofspiel, and Tzaar. Moreover, there are papers about the Sliding Tile Puzzle, an application, namely, Cooperative Path-Finding Problems, and on general game playing.

Keywords

Monte-Carlo methods artificial intelligence computer games game playing game tree search

Editors and affiliations

  • Tristan Cazenave
    • 1
  • Mark H.M. Winands
    • 2
  • Hiroyuki Iida
    • 3
  1. 1.Université Paris-DauphineParisFrance
  2. 2.Universiteit MaastrichtMaastrichtThe Netherlands
  3. 3.School of Information ScienceJAISTNomiJapan

Bibliographic information

  • Copyright Information Springer International Publishing Switzerland 2014
  • Publisher Name Springer, Cham
  • eBook Packages Computer Science
  • Print ISBN 978-3-319-05427-8
  • Online ISBN 978-3-319-05428-5
  • Series Print ISSN 1865-0929
  • Series Online ISSN 1865-0937