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

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

1 consider privileged that the J(jh Advances in laptop video games convention (ACG 10) occurs in Graz, Styria, Austria. it's the frrst time that Austria acts as host nation for this significant occasion. The sequence of meetings all started in Edinburgh, Scotland in 1975 and was once then held 4 instances in England, thrice within the Netherlands, and as soon as in Germany. The ACG-10 convention in Graz is certain in that it's organised including the eleventh global machine­ Chess Championship (WCCC), the Sth computing device Olympiad (CO), and the eu Union Y outh Chess Championship. The eleven th WCCC and ACG 10 happen within the Dom im Berg (Dome within the Mountain), a high-tech area with multimedia gear, positioned within the Schlossberg, within the centre of the town. the aid of many sponsors (large and small) is gratefully stated. they are going to make the employer of this convention a hit. particularly, 1 want to thank the eu Union for designating Graz because the Cultural Capital of Europe 2003. There are 24 authorised contributions via individuals from worldwide: Europe, Japan, united states, and Canada. the categorical examine effects ofthe ACG 10 are anticipated to tind their strategy to normal purposes. the consequences are defined within the pages that keep on with. The overseas stature including the technical significance of this convention reaffrrms the mandate of the foreign desktop video games organization (ICGA) to symbolize the computer-games community.

Show description

Read or Download Advances in Computer Games: Many Games, Many Challenges PDF

Similar nonfiction_7 books

Reconfigurable Distributed Control

Disbursed keep an eye on platforms provide some great benefits of keep an eye on neighborhood to the method being managed whereas conserving the convenience of regulate at a unmarried centralised situation. normally one of these method has concerned loads of hard-wiring and has been of so much use merely in events the place flexibility isn't really crucial.

Recent Trends in Nonlinear Analysis: Festschrift Dedicated to Alfonso Vignoli on the Occasion of His Sixtieth Birthday

The ebook incorporates a choice of 21 unique study papers which record on fresh advancements in a variety of fields of nonlinear research. the gathering covers a wide number of issues starting from summary fields resembling algebraic topology, useful research, operator concept, spectral concept, research on manifolds, partial differential equations, boundary worth difficulties, geometry of Banach areas, degree thought, variational calculus, and critical equations, to extra application-oriented fields like keep watch over conception, numerical research, mathematical physics, mathematical economic climate, and monetary arithmetic.

Extra resources for Advances in Computer Games: Many Games, Many Challenges

Example text

Our MPC implementation shows clear improvement over our ProbCut (plus variable parameters for different stages) implementation. This indicates that the main source of improvement in MPC is the use of multiple depth pairs. Due to the already good performance of the null-move heuristic in chess, the improvement provided by MPC in chess is not as huge as in Othello. However our implementation, which combines MPC and null-move, heuristic, shows definite advantage over the plain null-move heuristic in CRAFTY, as shown by the match results.

Incorporating MPC into CRAFTY also increased its toumament performance against YACE another strong chess program: CRAFTY's speed chess toumament score went up from 51% to 56%. Keywords: Selective search, ProbCut, chess 1. lntroduction Computer chess has been an AI research topic since the invention of the computer, and it has come a long way. Nowadays, the best computer chess programs and the best human grandmasters play at roughly the same levei. Most of the successful chess programs use the so-called brute-force approach, in which the program has limited chess knowledge and relies on a fast search algorithm to find the best move.

Identifying the most realistic mapping of CRAFTY's machine assessments to the seven human positional assessments is also of interest. This information would allow CRAFTY (or a graphical user interface connected to CRAFTY) to present scoring information in a human-friendly format alongside the machine score. Acknowledgements We would like to thank: Yngvi Bjămsson, for the use of his automated game-playing software, and for fruitful discussions; Don Dailey, for access to his suite of 200 test positions; Robert Hyatt, for making CRAFTY available, and also answering questions about its implementation; Peter McKenzie, for providing PGN to EPD conversion software; NSERC, for partial financial support [Grant OPG 7902 (Marsland)].

Download PDF sample

Rated 4.97 of 5 – based on 12 votes