Download Advances in Computer Games: 11th International Conference, by Chrilly Donninger, Ulf Lorenz (auth.), H. Jaap van den PDF

By Chrilly Donninger, Ulf Lorenz (auth.), H. Jaap van den Herik, Shun-Chin Hsu, Tsan-sheng Hsu, H. H. L. M. (Jeroen) Donkers (eds.)

From the reviews:

"Papers from the eleventh overseas convention on Advances in machine video games are awarded during this publication. The papers might be of curiosity to these accomplishing learn during this box, and to these with technical backgrounds who're in most cases . … total, the papers are good written and informative. every one paper contains proper references for these attracted to additional exploration of the subjects discussed." (D. C. Hair, ACM Computing experiences, Vol. forty nine (8), August, 2008)

Show description

Read or Download Advances in Computer Games: 11th International Conference, ACG 2005, Taipei, Taiwan, September 6-9, 2005. Revised Papers PDF

Similar international conferences and symposiums books

Computer Aided Systems Theory — EUROCAST'97: A Selection of Papers from the 6th International Workshop on Computer Aided Systems Theory Las Palmas de Gran Canaria, Spain, February 24–28, 1997 Proceedings

This publication constitutes a refereed post-workshop choice of papers provided on the sixth foreign Workshop on Computer-Aided structures thought, EUROCAST'97, held in Las Palmas de Gran Canaria, Spain, in February 1997. The 50 revised complete papers awarded have been rigorously chosen for inclusion within the quantity.

Deep Structure, Singularities, and Computer Vision: First International Workshop, DSSCV 2005, Maastricht, The Netherlands, June 9-10, 2005, Revised Selected Papers

This booklet constitutes the completely refereed post-proceedings of the 1st foreign Workshop on Deep constitution, Singularities, and desktop imaginative and prescient, DSSCV 2005, held in Maastricht, The Netherlands in June 2005. The 14 revised complete papers and eight revised poster papers provided have been conscientiously reviewed and chosen for inclusion within the publication.

Privacy Enhancing Technologies: 5th International Workshop, PET 2005, Cavtat, Croatia, May 30-June 1, 2005, Revised Selected Papers

This publication constitutes the completely refereed post-proceedings of the fifth foreign Workshop on privateness improving applied sciences, puppy 2006, held in Cavtat, Croatia, in may well and June 2005. The 17 revised complete papers provided have been conscientiously chosen from seventy four submissions in the course of rounds of reviewing and development.

Additional info for Advances in Computer Games: 11th International Conference, ACG 2005, Taipei, Taiwan, September 6-9, 2005. Revised Papers

Sample text

Sutphen. Solving Checkers. In International Joint Conference on Artificial Intelligence (IJCAI), pages 292–297, 2005. 7. J. Schaeffer, Y. Bjornsson, Neil Burch, Robert Lake, Paul Lu, and Steve Sutphen. Building the 10-piece Checkers Endgame Databases. In 10th Advances in Computer Games (ACG10), Many Games, Many Challenges (eds. H. J. van den Herik, H. Iida, and E. A. Heinz), Kluwer Academic Publishers, Boston, pages 193–210, 2004. 8. T. Str¨ ohlein. Untersuchungen uber Kombinatorische Spiele. Dissertation, Fakult¨ at f¨ ur Allgemeine Wissenschaften der Technischen Hochschule M¨ unchen, 1970.

The use of parameter optimization methods for the performance tuning of game programs is difficult by the fact that the objective function is rarely available analytically. Therefore, methods that rely on the availability of an analytic expression for the gradient cannot be used. However, there exist several ways to tune parameters despite the lack of an analytic gradient. An important class of such algorithms is represented by temporal-difference (TD) methods that have been used successfully in tuning evaluation-function parameters [14].

Thus, even the current version of Pilot is able to effectively perceive these subtle differences. What currently lacks is a mechanism for explicitly testing such configurations. Finally, Pilot has the potential to generate a new search engine on a per-evaluation-function basis. Current results have used minimalist evaluation functions, and it will be extremely interesting to see what is possible with an evaluation function that has been tuned for a specific game. The ultimate goal is to free humans from the drudgery of creating a new search engine for every new game that comes along.

Download PDF sample

Rated 4.53 of 5 – based on 37 votes