Author: Ernst A. Heinz
Publisher: Springer Science & Business Media
ISBN: 3322901785
Category : Technology & Engineering
Languages : en
Pages : 279
Book Description
Das Buch präsentiert neue Ergebnisse der Computerschach-Forschung in den Bereichen der selektiven Vorwärts-Baumbeschneidung, der effizienten Anwendung spieltheoretischen Wissens und des Suchverhaltens bei zunehmender Suchtiefe. Es zeigt, wie man die bereits gut abgestimmte Spielbaumsuche bei immer höheren Suchtiefen noch besser skalierbar macht.
Scalable Search in Computer Chess
Author: Ernst A. Heinz
Publisher: Springer Science & Business Media
ISBN: 3322901785
Category : Technology & Engineering
Languages : en
Pages : 279
Book Description
Das Buch präsentiert neue Ergebnisse der Computerschach-Forschung in den Bereichen der selektiven Vorwärts-Baumbeschneidung, der effizienten Anwendung spieltheoretischen Wissens und des Suchverhaltens bei zunehmender Suchtiefe. Es zeigt, wie man die bereits gut abgestimmte Spielbaumsuche bei immer höheren Suchtiefen noch besser skalierbar macht.
Publisher: Springer Science & Business Media
ISBN: 3322901785
Category : Technology & Engineering
Languages : en
Pages : 279
Book Description
Das Buch präsentiert neue Ergebnisse der Computerschach-Forschung in den Bereichen der selektiven Vorwärts-Baumbeschneidung, der effizienten Anwendung spieltheoretischen Wissens und des Suchverhaltens bei zunehmender Suchtiefe. Es zeigt, wie man die bereits gut abgestimmte Spielbaumsuche bei immer höheren Suchtiefen noch besser skalierbar macht.
Advances in Computer Games
Author: H. Jaap van den Herik
Publisher: Springer
ISBN: 0387357068
Category : Computers
Languages : en
Pages : 394
Book Description
1 feel privileged that the J(jh Advances in Computer Games Conference (ACG 10) takes place in Graz, Styria, Austria. It is the frrst time that Austria acts as host country for this major event. The series of conferences started in Edinburgh, Scotland in 1975 and was then held four times in England, three times in The Netherlands, and once in Germany. The ACG-10 conference in Graz is special in that it is organised together with the 11th World Computer Chess Championship (WCCC), the Sth Computer Olympiad (CO), and the European Union Y outh Chess Championship. The 11 th WCCC and ACG 10 take place in the Dom im Berg (Dome in the Mountain), a high-tech space with multimedia equipment, located in the Schlossberg, in the centre of the city. The help of many sponsors (large and small) is gratefully acknowledged. They will make the organisation of this conference a success. In particular, 1 would like to thank the European Union for designating Graz as the Cultural Capital of Europe 2003. There are 24 accepted contributions by participants from all over the world: Europe, Japan, USA, and Canada. The specific research results ofthe ACG 10 are expected to tind their way to general applications. The results are described in the pages that follow. The international stature together with the technical importance of this conference reaffrrms the mandate of the International Computer Games Association (ICGA) to represent the computer-games community.
Publisher: Springer
ISBN: 0387357068
Category : Computers
Languages : en
Pages : 394
Book Description
1 feel privileged that the J(jh Advances in Computer Games Conference (ACG 10) takes place in Graz, Styria, Austria. It is the frrst time that Austria acts as host country for this major event. The series of conferences started in Edinburgh, Scotland in 1975 and was then held four times in England, three times in The Netherlands, and once in Germany. The ACG-10 conference in Graz is special in that it is organised together with the 11th World Computer Chess Championship (WCCC), the Sth Computer Olympiad (CO), and the European Union Y outh Chess Championship. The 11 th WCCC and ACG 10 take place in the Dom im Berg (Dome in the Mountain), a high-tech space with multimedia equipment, located in the Schlossberg, in the centre of the city. The help of many sponsors (large and small) is gratefully acknowledged. They will make the organisation of this conference a success. In particular, 1 would like to thank the European Union for designating Graz as the Cultural Capital of Europe 2003. There are 24 accepted contributions by participants from all over the world: Europe, Japan, USA, and Canada. The specific research results ofthe ACG 10 are expected to tind their way to general applications. The results are described in the pages that follow. The international stature together with the technical importance of this conference reaffrrms the mandate of the International Computer Games Association (ICGA) to represent the computer-games community.
Advances in Computer Games
Author: Jaap van den Herik
Publisher: Springer Science & Business Media
ISBN: 3540488871
Category : Computers
Languages : en
Pages : 287
Book Description
This book constitutes the thoroughly refereed post-proceedings of the 11th International Conference on Advances in Computer Games, ACG 2005, held in Taipei, Taiwan, in September 2005 in conjunction with the 10th Computer Olympiad. It contains 20 papers that cover all aspects of artificial intelligence in computer-game playing.
Publisher: Springer Science & Business Media
ISBN: 3540488871
Category : Computers
Languages : en
Pages : 287
Book Description
This book constitutes the thoroughly refereed post-proceedings of the 11th International Conference on Advances in Computer Games, ACG 2005, held in Taipei, Taiwan, in September 2005 in conjunction with the 10th Computer Olympiad. It contains 20 papers that cover all aspects of artificial intelligence in computer-game playing.
Information Theory, Combinatorics, and Search Theory
Author: Harout Aydinian
Publisher: Springer
ISBN: 3642368999
Category : Computers
Languages : en
Pages : 811
Book Description
This volume is dedicated to the memory of Rudolf Ahlswede, who passed away in December 2010. The Festschrift contains 36 thoroughly refereed research papers from a memorial symposium, which took place in July 2011. The four macro-topics of this workshop: theory of games and strategic planning; combinatorial group testing and database mining; computational biology and string matching; information coding and spreading and patrolling on networks; provide a comprehensive picture of the vision Rudolf Ahlswede put forward of a broad and systematic theory of search.
Publisher: Springer
ISBN: 3642368999
Category : Computers
Languages : en
Pages : 811
Book Description
This volume is dedicated to the memory of Rudolf Ahlswede, who passed away in December 2010. The Festschrift contains 36 thoroughly refereed research papers from a memorial symposium, which took place in July 2011. The four macro-topics of this workshop: theory of games and strategic planning; combinatorial group testing and database mining; computational biology and string matching; information coding and spreading and patrolling on networks; provide a comprehensive picture of the vision Rudolf Ahlswede put forward of a broad and systematic theory of search.
Advanced Intelligent Paradigms in Computer Games
Author: Norio Baba
Publisher: Springer
ISBN: 3540727051
Category : Technology & Engineering
Languages : en
Pages : 202
Book Description
This book explores all the latest research in the area of advanced intelligent paradigms in computer games. It presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. The contents include: COMMONS GAME in intelligent environment; adaptive generation of dilemma-based interactive narratives; computational intelligence in racing games; evolutionary algorithms for board game players with domain knowledge; electronic market games; EVE’s entropy; and capturing player enjoyment in computer games.
Publisher: Springer
ISBN: 3540727051
Category : Technology & Engineering
Languages : en
Pages : 202
Book Description
This book explores all the latest research in the area of advanced intelligent paradigms in computer games. It presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. The contents include: COMMONS GAME in intelligent environment; adaptive generation of dilemma-based interactive narratives; computational intelligence in racing games; evolutionary algorithms for board game players with domain knowledge; electronic market games; EVE’s entropy; and capturing player enjoyment in computer games.
Deep Blue
Author: Monty Newborn
Publisher: Springer Science & Business Media
ISBN: 0387217908
Category : Computers
Languages : en
Pages : 346
Book Description
This book offers a detailed account of IBM's Deep Blue chess program, the people who created it, and its historic battles with World Chess Champion Garry Kasparov. The text examines the progress made by the creators of Deep Blue, beginning with the1989 two-game match against Kasparov. The heroes are: IBM researchers Feng-hsiung Hsu, Murray Campbell, and Joe Hoane, along with team leader Chung-Jen Tan and International Grandmaster Joel Benjamin. The text chronicles one of the great technology achievements of the 20th Century. It establishes the point in history when mankind's exciting new tool, the computer, came of age and competed with its human creators in the ultimate intellectual competition: a game of chess. This book will serve as the premier story documenting that achievement and a milestone in the development of artificial intelligence.
Publisher: Springer Science & Business Media
ISBN: 0387217908
Category : Computers
Languages : en
Pages : 346
Book Description
This book offers a detailed account of IBM's Deep Blue chess program, the people who created it, and its historic battles with World Chess Champion Garry Kasparov. The text examines the progress made by the creators of Deep Blue, beginning with the1989 two-game match against Kasparov. The heroes are: IBM researchers Feng-hsiung Hsu, Murray Campbell, and Joe Hoane, along with team leader Chung-Jen Tan and International Grandmaster Joel Benjamin. The text chronicles one of the great technology achievements of the 20th Century. It establishes the point in history when mankind's exciting new tool, the computer, came of age and competed with its human creators in the ultimate intellectual competition: a game of chess. This book will serve as the premier story documenting that achievement and a milestone in the development of artificial intelligence.
Entertainment Computing – ICEC 2024
Author: Pablo Figueroa
Publisher: Springer Nature
ISBN: 3031743539
Category :
Languages : en
Pages : 464
Book Description
Publisher: Springer Nature
ISBN: 3031743539
Category :
Languages : en
Pages : 464
Book Description
Chips Challenging Champions
Author: J. Schaeffer
Publisher: Elsevier
ISBN: 0080929915
Category : Computers
Languages : en
Pages : 371
Book Description
One of the earliest dreams of the fledgling field of artificial intelligence (AI) was to build computer programs that could play games as well as or better than the best human players. Despite early optimism in the field, the challenge proved to be surprisingly difficult. However, the 1990s saw amazing progress. Computers are now better than humans in checkers, Othello and Scrabble; are at least as good as the best humans in backgammon and chess; and are rapidly improving at hex, go, poker, and shogi. This book documents the progress made in computers playing games and puzzles. The book is the definitive source for material of high-performance game-playing programs.
Publisher: Elsevier
ISBN: 0080929915
Category : Computers
Languages : en
Pages : 371
Book Description
One of the earliest dreams of the fledgling field of artificial intelligence (AI) was to build computer programs that could play games as well as or better than the best human players. Despite early optimism in the field, the challenge proved to be surprisingly difficult. However, the 1990s saw amazing progress. Computers are now better than humans in checkers, Othello and Scrabble; are at least as good as the best humans in backgammon and chess; and are rapidly improving at hex, go, poker, and shogi. This book documents the progress made in computers playing games and puzzles. The book is the definitive source for material of high-performance game-playing programs.
Algorithms for Memory Hierarchies
Author: Ulrich Meyer
Publisher: Springer
ISBN: 3540365745
Category : Computers
Languages : en
Pages : 443
Book Description
Algorithms that have to process large data sets have to take into account that the cost of memory access depends on where the data is stored. Traditional algorithm design is based on the von Neumann model where accesses to memory have uniform cost. Actual machines increasingly deviate from this model: while waiting for memory access, nowadays, microprocessors can in principle execute 1000 additions of registers; for hard disk access this factor can reach six orders of magnitude. The 16 coherent chapters in this monograph-like tutorial book introduce and survey algorithmic techniques used to achieve high performance on memory hierarchies; emphasis is placed on methods interesting from a theoretical as well as important from a practical point of view.
Publisher: Springer
ISBN: 3540365745
Category : Computers
Languages : en
Pages : 443
Book Description
Algorithms that have to process large data sets have to take into account that the cost of memory access depends on where the data is stored. Traditional algorithm design is based on the von Neumann model where accesses to memory have uniform cost. Actual machines increasingly deviate from this model: while waiting for memory access, nowadays, microprocessors can in principle execute 1000 additions of registers; for hard disk access this factor can reach six orders of magnitude. The 16 coherent chapters in this monograph-like tutorial book introduce and survey algorithmic techniques used to achieve high performance on memory hierarchies; emphasis is placed on methods interesting from a theoretical as well as important from a practical point of view.
Heuristic Search
Author: Stefan Edelkamp
Publisher: Elsevier
ISBN: 0080919731
Category : Computers
Languages : en
Pages : 865
Book Description
Search has been vital to artificial intelligence from the very beginning as a core technique in problem solving. The authors present a thorough overview of heuristic search with a balance of discussion between theoretical analysis and efficient implementation and application to real-world problems. Current developments in search such as pattern databases and search with efficient use of external memory and parallel processing units on main boards and graphics cards are detailed. Heuristic search as a problem solving tool is demonstrated in applications for puzzle solving, game playing, constraint satisfaction and machine learning. While no previous familiarity with heuristic search is necessary the reader should have a basic knowledge of algorithms, data structures, and calculus. Real-world case studies and chapter ending exercises help to create a full and realized picture of how search fits into the world of artificial intelligence and the one around us. - Provides real-world success stories and case studies for heuristic search algorithms - Includes many AI developments not yet covered in textbooks such as pattern databases, symbolic search, and parallel processing units
Publisher: Elsevier
ISBN: 0080919731
Category : Computers
Languages : en
Pages : 865
Book Description
Search has been vital to artificial intelligence from the very beginning as a core technique in problem solving. The authors present a thorough overview of heuristic search with a balance of discussion between theoretical analysis and efficient implementation and application to real-world problems. Current developments in search such as pattern databases and search with efficient use of external memory and parallel processing units on main boards and graphics cards are detailed. Heuristic search as a problem solving tool is demonstrated in applications for puzzle solving, game playing, constraint satisfaction and machine learning. While no previous familiarity with heuristic search is necessary the reader should have a basic knowledge of algorithms, data structures, and calculus. Real-world case studies and chapter ending exercises help to create a full and realized picture of how search fits into the world of artificial intelligence and the one around us. - Provides real-world success stories and case studies for heuristic search algorithms - Includes many AI developments not yet covered in textbooks such as pattern databases, symbolic search, and parallel processing units