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Titlebook: Computers and Games; Third International Jonathan Schaeffer,Martin Müller,Yngvi Bj?rnsson Conference proceedings 2003 Springer-Verlag Berl

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書目名稱Computers and Games
副標題Third International
編輯Jonathan Schaeffer,Martin Müller,Yngvi Bj?rnsson
視頻videohttp://file.papertrans.cn/235/234643/234643.mp4
概述Includes supplementary material:
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: Computers and Games; Third International  Jonathan Schaeffer,Martin Müller,Yngvi Bj?rnsson Conference proceedings 2003 Springer-Verlag Berl
描述The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu,Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton,Alberta,Canada),July25–27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games
出版日期Conference proceedings 2003
關(guān)鍵詞Computer; algorithmic learning; algorithms; calculus; combinatorics; complexity; computer games; computers
版次1
doihttps://doi.org/10.1007/b94154
isbn_softcover978-3-540-20545-6
isbn_ebook978-3-540-40031-8Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer-Verlag Berlin Heidelberg 2003
The information of publication is updating

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Signals and Communication Technologyvarious aspects of a game that are learned through experience. An automated computer player is developed without any initial strategy and is able to learn important strategic aspects of the game through self-play by storing pattern-weights and using temporal difference learning.
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