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Titlebook: Computer Games; 6th Workshop, CGW 20 Tristan Cazenave,Mark H.M. Winands,Abdallah Saffid Conference proceedings 2018 Springer International

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Computer Hex Algorithm Using a Move Evaluation Method Based on a Convolutional Neural Network, professional human moves. Hex is a two-player connection game, which is included in the Computer Olympiad. It is important to consider cell adjacency on the board for a better Hex strategy. To evaluate cell adjacency from various perspectives properly, we propose a CNN model that evaluates all cand
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Deep Reinforcement Learning with Hidden Layers on Future States,ing direct evaluation of the current state and actions. This is in stark contrast to the algorithms for traditional board games such as Chess or Go, where a look-ahead search mechanism is indispensable to build a strong agent. In this paper, we present a novel deep reinforcement learning architectur
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Neural Fictitious Self-Play in Imperfect Information Games with Many Players,can be used to (essentially weakly) solve two-player limit Texas Hold’em, but it cannot be applied to large multi-player games due to the problem of space complexity. In this paper, we use Neural Fictitious Self-Play (NFSP) to calculate approximate Nash equilibrium solutions for imperfect informatio
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Distributed Nested Rollout Policy for SameGame,uding .. In this paper, we design several parallel and distributed NRPA-based search techniques, and we provide a number of experimental insights about their execution. Finally, we use our best implementation to discover 15 better scores for 20 standard SameGame boards.
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A Study of Forward Versus Backwards Endgame Solvers with Results in Chinese Checkers,hile significant work has been done on building solvers for many games, including Chess and Checkers, we were surprised to find that there has not been a comprehensive study identifying the choice of solver enhancements. This paper represents preliminary work in this direction, exploring several typ
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Validating and Fine-Tuning of Game Evaluation Functions Using Endgame Databases,designed to assess a position by considering the location and the material value of all pieces on board. Normally, an evaluation function . is manually designed, which requires a large amount of expert knowledge. Usually, . must be able to evaluate any position. Theoretically, a huge table that stor
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