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Titlebook: Computers and Games; 9th International Co Aske Plaat,Walter Kosters,Jaap van den Herik Conference proceedings 2016 Springer International P

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发表于 2025-3-21 17:46:18 | 显示全部楼层 |阅读模式
书目名称Computers and Games
副标题9th International Co
编辑Aske Plaat,Walter Kosters,Jaap van den Herik
视频video
概述Includes supplementary material:
丛书名称Lecture Notes in Computer Science
图书封面Titlebook: Computers and Games; 9th International Co Aske Plaat,Walter Kosters,Jaap van den Herik Conference proceedings 2016 Springer International P
描述This book constitutes the thoroughly refereed post-conferenceproceedings of the 9th International Conference on Computers and Games,CG 2016, held in Leiden, The Netherlands,in conjunction with the 19th Computer Olympiad and the 22nd World Computer-Chess Championship..The 20 papers presented were carefully reviewed and selected of 30 submitted papers. .The 20 papers cover a wide range of computer games and many different research topics  in four main classes which determined the order of publication: Monte Carlo Tree Search (MCTS) and its enhancements (seven papers), concrete games (seven papers), theoretical aspects and complexity (five papers) and cognition model (one paper). The paper Using Partial Tablebases in Breakthrough by Andrew Isaac and Richard Lorentz received the Best Paper Award..
出版日期Conference proceedings 2016
关键词agent based; algorithms; communication; machine learning; neural networks; algorithm analysis and problem
版次1
doihttps://doi.org/10.1007/978-3-319-50935-8
isbn_softcover978-3-319-50934-1
isbn_ebook978-3-319-50935-8Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer International Publishing AG 2016
The information of publication is updating

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Human-Side Strategies in the Werewolf Game Against the Stealth Werewolf Strategy,limitation. The solution shows that the winning rates of the human-side are more than half when the number of werewolves is assigned as in common play. Since it is thought to be fair and interesting for the winning rate to stay near 50%, the result suggests that the “stealth werewolf” strategy is no
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Fast Seed-Learning Algorithms for Games,of these algorithms, namely rectangular algorithms (fully parallel) and bandit algorithms (faster in a sequential setup). We check the performance on several board games and card games. In addition, in the case of Go, we check the methodology when the opponent is completely distinct to the one used in the training.
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https://doi.org/10.1007/978-3-642-40817-5 used not only as stand-alone players but also inside Monte Carlo Tree Search to select and bias moves. Using neural networks inside the tree search is a challenge due to their slow execution time even if accelerated on a GPU. In this paper we evaluate several strategies to limit the number of nodes
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https://doi.org/10.1007/978-3-642-40817-5ieved remarkable success in Go and other games. However, recent studies on simple regret reveal that there are better exploration strategies. To further improve the performance, a leaf to be explored is determined not only by the mean but also by the whole reward distribution. We adopted a hybrid ap
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https://doi.org/10.1007/978-3-642-40817-5t computer players for 2048 uses temporal difference learning (TD learning) with .-tuple networks, and it matters a great deal how to design .-tuple networks. In this paper, we study the .-tuple networks for the game 2048. In the first set of experiments, we conduct TD learning by selecting 6- and 7
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