找回密碼
 To register

QQ登錄

只需一步,快速開始

掃一掃,訪問微社區(qū)

打印 上一主題 下一主題

Titlebook: Computers and Games; 9th International Co Aske Plaat,Walter Kosters,Jaap van den Herik Conference proceedings 2016 Springer International P

[復(fù)制鏈接]
查看: 49620|回復(fù): 66
樓主
發(fā)表于 2025-3-21 17:46:18 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Computers and Games
副標(biāo)題9th International Co
編輯Aske Plaat,Walter Kosters,Jaap van den Herik
視頻videohttp://file.papertrans.cn/235/234647/234647.mp4
概述Includes supplementary material:
叢書名稱Lecture Notes in Computer Science
圖書封面Titlebook: Computers and Games; 9th International Co Aske Plaat,Walter Kosters,Jaap van den Herik Conference proceedings 2016 Springer International P
描述This book constitutes the thoroughly refereed post-conferenceproceedings of the 9th International Conference on Computers and Games,CG 2016, held in Leiden, The Netherlands,in conjunction with the 19th Computer Olympiad and the 22nd World Computer-Chess Championship..The 20 papers presented were carefully reviewed and selected of 30 submitted papers.?.The 20 papers cover a wide range of computer games and many different research topics ?in four main classes which determined the order of publication: Monte Carlo Tree Search (MCTS) and its enhancements (seven papers), concrete games (seven papers), theoretical aspects and complexity (five papers) and cognition model (one paper). The paper Using Partial Tablebases in Breakthrough by Andrew Isaac and Richard Lorentz received the Best Paper Award..
出版日期Conference proceedings 2016
關(guān)鍵詞agent based; algorithms; communication; machine learning; neural networks; algorithm analysis and problem
版次1
doihttps://doi.org/10.1007/978-3-319-50935-8
isbn_softcover978-3-319-50934-1
isbn_ebook978-3-319-50935-8Series ISSN 0302-9743 Series E-ISSN 1611-3349
issn_series 0302-9743
copyrightSpringer International Publishing AG 2016
The information of publication is updating

書目名稱Computers and Games影響因子(影響力)




書目名稱Computers and Games影響因子(影響力)學(xué)科排名




書目名稱Computers and Games網(wǎng)絡(luò)公開度




書目名稱Computers and Games網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Computers and Games被引頻次




書目名稱Computers and Games被引頻次學(xué)科排名




書目名稱Computers and Games年度引用




書目名稱Computers and Games年度引用學(xué)科排名




書目名稱Computers and Games讀者反饋




書目名稱Computers and Games讀者反饋學(xué)科排名




單選投票, 共有 1 人參與投票
 

0票 0.00%

Perfect with Aesthetics

 

1票 100.00%

Better Implies Difficulty

 

0票 0.00%

Good and Satisfactory

 

0票 0.00%

Adverse Performance

 

0票 0.00%

Disdainful Garbage

您所在的用戶組沒有投票權(quán)限
沙發(fā)
發(fā)表于 2025-3-21 22:15:54 | 只看該作者
Human-Side Strategies in the Werewolf Game Against the Stealth Werewolf Strategy,limitation. The solution shows that the winning rates of the human-side are more than half when the number of werewolves is assigned as in common play. Since it is thought to be fair and interesting for the winning rate to stay near 50%, the result suggests that the “stealth werewolf” strategy is no
板凳
發(fā)表于 2025-3-22 01:38:09 | 只看該作者
Fast Seed-Learning Algorithms for Games,of these algorithms, namely rectangular algorithms (fully parallel) and bandit algorithms (faster in a sequential setup). We check the performance on several board games and card games. In addition, in the case of Go, we check the methodology when the opponent is completely distinct to the one used in the training.
地板
發(fā)表于 2025-3-22 05:10:12 | 只看該作者
5#
發(fā)表于 2025-3-22 09:18:50 | 只看該作者
https://doi.org/10.1007/978-3-642-40817-5 used not only as stand-alone players but also inside Monte Carlo Tree Search to select and bias moves. Using neural networks inside the tree search is a challenge due to their slow execution time even if accelerated on a GPU. In this paper we evaluate several strategies to limit the number of nodes
6#
發(fā)表于 2025-3-22 14:23:50 | 只看該作者
https://doi.org/10.1007/978-3-642-40817-5ieved remarkable success in Go and other games. However, recent studies on simple regret reveal that there are better exploration strategies. To further improve the performance, a leaf to be explored is determined not only by the mean but also by the whole reward distribution. We adopted a hybrid ap
7#
發(fā)表于 2025-3-22 17:08:22 | 只看該作者
8#
發(fā)表于 2025-3-22 22:15:32 | 只看該作者
9#
發(fā)表于 2025-3-23 05:11:43 | 只看該作者
10#
發(fā)表于 2025-3-23 08:09:16 | 只看該作者
https://doi.org/10.1007/978-3-642-40817-5t computer players for 2048 uses temporal difference learning (TD learning) with .-tuple networks, and it matters a great deal how to design .-tuple networks. In this paper, we study the .-tuple networks for the game 2048. In the first set of experiments, we conduct TD learning by selecting 6- and 7
 關(guān)于派博傳思  派博傳思旗下網(wǎng)站  友情鏈接
派博傳思介紹 公司地理位置 論文服務(wù)流程 影響因子官網(wǎng) 吾愛論文網(wǎng) 大講堂 北京大學(xué) Oxford Uni. Harvard Uni.
發(fā)展歷史沿革 期刊點(diǎn)評 投稿經(jīng)驗(yàn)總結(jié) SCIENCEGARD IMPACTFACTOR 派博系數(shù) 清華大學(xué) Yale Uni. Stanford Uni.
QQ|Archiver|手機(jī)版|小黑屋| 派博傳思國際 ( 京公網(wǎng)安備110108008328) GMT+8, 2026-1-31 02:25
Copyright © 2001-2015 派博傳思   京公網(wǎng)安備110108008328 版權(quán)所有 All rights reserved
快速回復(fù) 返回頂部 返回列表
乾安县| 顺昌县| 正镶白旗| 临洮县| 垫江县| 红原县| 衡山县| 焦作市| 当涂县| 林口县| 彭阳县| 荣昌县| 邛崃市| 中卫市| 福海县| 金寨县| 洛隆县| 海伦市| 屏山县| 伊宁县| 安庆市| 明溪县| 阳原县| 龙井市| 乌拉特后旗| 隆化县| 东平县| 年辖:市辖区| 梓潼县| 沁水县| 武陟县| 盐源县| 墨玉县| 土默特左旗| 新乡市| 株洲县| 建始县| 东乡县| 奉节县| 牡丹江市| 沁水县|