Computers and Games 1st Edition by Cameron Browne, Akihiro Kishimoto, Jonathan Schaeffer – Ebook PDF Instant Download/Delivery: 9783031340161 ,3031340167
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Product details:
ISBN 10: 3031340167
ISBN 13: 9783031340161
Author: Cameron Browne, Akihiro Kishimoto, Jonathan Schaeffer
The 15 full papers included in this book were carefully reviewed and selected from 23 submissions. They were organized in topical sections as follows: classic games, multi-player and multi-action games, solving games, measuring games, decision making in games and puzzles.
Computers and Games 1st Edition Table of contents:
FairKalah: Towards Fair Mancala Play
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Introduction
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Algorithmic Approach
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Analysis of Fair Optimal Game Trees
3.1 Features
3.2 Optimal Play Branching Factors and Tension
3.3 Strategic Insights -
Modeling Optimal Play for Diverse States
4.1 Model Performance Summary
4.2 SHAP Beeswarm Figure Interpretation -
Future Work
-
Conclusions
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Appendix: FairKalah Boards
7.1 Moving 1 Piece
7.2 Moving 2 Pieces
References
Improving Search in Go Using Bounded Static Safety
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Introduction
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Related Work
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Background
3.1 Rules of Go
3.2 Sure Liberty Regions
3.3 Proving the Safety of Regions -
Improving Lower Bounds for the Number of Safe Points
4.1 Technique 1: Extending Liberties
4.2 Technique 2: Intersecting Play -
Results
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Concluding Remarks
References
An Efficient Chinese Checkers Implementation: Ranking, Bitboards, and BMI2 pext and pdep Instructions
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Introduction
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Chinese Checkers Rules
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Chinese Checkers Bitboard Representation
3.1 Get Winner
3.2 Get, Apply, and Undo Moves
3.3 Ranking and Unranking States -
Experimental Results
4.1 Solving Time -
Conclusions
References
Multi-Player and Multi-Action Games
Solving Chainmail Jousting
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Introduction
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Rules of the Game
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Solving the Game
3.1 Preliminary Analysis
3.2 Iterated Elimination of Dominated Strategies
3.3 Finding Nash Equilibria
3.4 Timing and Other Tests
3.5 Comparing the Mixed Strategies -
Variants
4.1 Maximizing Points
4.2 GaryCon Variant -
Conclusion
References
An Algorithm for Multiplayer Games Exploiting Opponents’ Interactions with the Player
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Introduction
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Background
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Interaction Tree Search
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Experiments
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Discussion
References
Incentivizing Information Gain in Hidden Information Multi-Action Games
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Introduction
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Related Work
2.1 Imperfect Information MCTS Extensions
2.2 Multi-Action Turn MCTS Extensions -
Information Gain and Risk for MCTS
3.1 Probability Map
3.2 Information Gain Incentive
3.3 Risk Determinization -
Results
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Conclusions and Future Work
References
Solving Games
QBF Solving Using Best First Search
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Introduction
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Background
2.1 Game Solving with Best First Search Algorithms
2.2 Search Based QBF Solving
2.3 Schloeter’s CDCL Based SAT Solver -
Best-First Search and QBF Solving
3.1 Best-First Search Based QBF Solver with CDCL and SBJ
3.2 Complications with Cube Learning and Pure Literal Elimination -
Experimental Results and Discussion
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Conclusion
Correctness Discussion of the BFS Based CDCL Solver
References
Oware is Strongly Solved
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Solution
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Introduction
2.1 Rules of Oware, Abapa Variant
2.2 History: 30 Years of Research
2.3 Key Milestones -
Method
3.1 Strategy
3.2 Step 1: Mapping the Legal Positions
3.3 Step 2: Resolving Small State Spaces
3.4 Step 3: Resolving Large State Spaces -
Validation and Conclusion
References
Solving Impartial SET Using Knowledge and Combinatorial Game Theory
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Introduction
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Impartial SET
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SET Theory
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Forward Pruning Using Knowledge and CGT
4.1 Forward Pruning Using Sequence-Based Equivalence
4.2 Forward Pruning Using Symmetry-Based Equivalence
4.3 Forward Pruning Using CGT Subgame Databases
4.4 Forward Pruning Using CGT SubSET Databases -
Solving Impartial SET Versions
5.1 Solving Using Basic Search Methods
5.2 Solving Using Knowledge-Based Methods -
Conclusions and Future Research
References
Measuring Games
Which Rules for Mu Torere?
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Introduction
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Ruleset A: No Restriction
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Ruleset B: No Win on First Move
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Ruleset C: Move If Adjacent to Enemy
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Ruleset D: No Win on First Two Rounds
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Ruleset E: Move to Centre If Adjacent to Enemy
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Which Ruleset: D or E?
7.1 Drawishness
7.2 Playout Behaviour
7.3 Mistake Potential -
Conclusion
References
Measuring Board Game Distance
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Introduction
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Datasets
2.1 Games
2.2 Concepts -
Data Visualisation
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Game Distance
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Results
5.1 Discussion -
Conclusion
References
Decision Making in Games and Puzzles
Improving Computer Play in Skat with Hope Cards
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Introduction
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Computer Skat
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Incomplete-Information Search
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Hope Cards
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Evaluation
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Conclusion
References
Batch Monte Carlo Tree Search
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Introduction
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Monte Carlo Tree Search
2.1 Parallelization of MCTS
2.2 The Virtual Loss
2.3 Batched Inferences
2.4 First Play Urgency -
The Batch MCTS Algorithm
3.1 Trees and Transposition Table
3.2 The Main Algorithm
3.3 Updating the Statistics
3.4 The FPU
3.5 The Virtual Mean
3.6 The Last Iteration
3.7 The Second Move Heuristic -
Experimental Results
4.1 The FPU
4.2 Trees and Transposition Table
4.3 The Virtual Mean
4.4 The Last Iteration
4.5 The Second Move Heuristic
4.6 Ablation Study
4.7 Inference Speed -
Conclusion
References
Towards Transparent Cheat Detection in Online Chess: An Application of Human and Computer Decision-Making Preferences
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Introduction
1.1 Ethical Considerations
1.2 Related Work
1.3 Contributions -
Data Sets and Metrics
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Human Play
3.1 Move Accuracy Plots
3.2 Move Time Plots -
Computer Play
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Cheat Detection
5.1 Potential Biases and Limitations
5.2 Distinguishing Between Marked and Non-marked Players
5.3 Implications for Diagnostic Cheat Detection -
Conclusions
References
Procedural Generation of Rush Hour Levels
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Introduction
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Related Work
2.1 PCG for Puzzles Games
2.2 GAN for PCG -
Rush Hour Solvers
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Accelerating the Generation Using Neural Networks
4.1 Architecture Choice
4.2 Database
4.3 Experimental Results
4.4 Discussion -
Conclusion
References
Author Index
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Tags: Cameron Browne, Akihiro Kishimoto, Jonathan Schaeffer, Games, Computers