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Titlebook: Advances in Computer Games; 16th International C Tristan Cazenave,Jaap van den Herik,I-Chen Wu Conference proceedings 2020 Springer Nature

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發(fā)表于 2025-3-21 17:58:46 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
期刊全稱Advances in Computer Games
期刊簡(jiǎn)稱16th International C
影響因子2023Tristan Cazenave,Jaap van den Herik,I-Chen Wu
視頻videohttp://file.papertrans.cn/148/147202/147202.mp4
學(xué)科分類Lecture Notes in Computer Science
圖書封面Titlebook: Advances in Computer Games; 16th International C Tristan Cazenave,Jaap van den Herik,I-Chen Wu Conference proceedings 2020 Springer Nature
影響因子.This book constitutes the refereed post-conference proceedings of the 16th International Conference on Advances in Computer Games, ACG 2019, held in Macao, China, in August 2019...The 12 full papers presented together with 2 invited papers were carefully reviewed and selected from 19 submissions. The selected papers are devoted to topics such as cooperation; single player games; mathematical approaches; nonogram: general and specific approaches; and deep learning..
Pindex Conference proceedings 2020
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板凳
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Peter Apathy,Peter Bydlinski,Andreas Riedlerds, different numbers of players, and different numbers of pieces for each player. In this paper we provide an overview of what is required to strongly solve versions of the game, including a complete set of rules needed to solve the game. We provide results on smaller boards with result showing that these games are all a first-player win.
地板
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https://doi.org/10.1007/978-3-030-65883-0computer games; board games; artificial intelligence; heuristic search; Monte Carlo tree search; card gam
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978-3-030-65882-3Springer Nature Switzerland AG 2020
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https://doi.org/10.1007/978-3-662-06181-7vice, such as finding better moves or avoiding mistakes. Therefore, to improve the performance of game AIs, we focused on advice. The issues to be considered are the definition of advice and mechanism with advice for move selection. In this paper, we propose that “advice” are moves selected by an ad
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Textbook Oct 2010Latest editionuman players. One of the branches is procedural content generation, aiming to generate game contents such as maps, stories, and puzzles automatically. In this paper, automatically generated puzzles are used to assist human players in improving the playing skills for the game of Tetris, a famous and
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