This book constitutes the refereed proceedings of the 6th International Conference on Computers and Games, CG 2008, held in Beijing, China, in September/October 2008 co-located with the 13th Computer Olympiad and the 16th World Computer-Chess Championship.
The 24 revised full papers presented were carefully reviewed and selected from 40 submissions. The papers cover all aspects of artificial intelligence in computer-game playing dealing with many different research topics, such as cognition, combinatorial game theory, search, knowledge representation, and optimization.
Inhaltsverzeichnis
Single-Player Monte-Carlo Tree Search. - Amazons Discover Monte-Carlo. - Monte-Carlo Tree Search Solver. - An Analysis of UCT in Multi-player Games. - Multi-player Go. - Parallel Monte-Carlo Tree Search. - A Parallel Monte-Carlo Tree Search Algorithm. - Using Artificial Boundaries in the Game of Go. - A Fast Indexing Method for Monte-Carlo Go. - An Improved Safety Solver in Go Using Partial Regions. - Whole-History Rating: A Bayesian Rating System for Players of Time-Varying Strength. - Frequency Distribution of Contextual Patterns in the Game of Go. - A New Proof-Number Calculation Technique for Proof-Number Search. - About the Completeness of Depth-First Proof-Number Search. - Weak Proof-Number Search. - Cognitive Modeling of Knowledge-Guided Information Acquisition in Games. - Knowledge Inferencing on Chinese Chess Endgames. - Learning Positional Features for Annotating Chess Games: A Case Study. - Extended Null-Move Reductions. - GTQ: A Language and Tool for Game-Tree Analysis. - Probing the 4-3-2 Edge Template in Hex. - The Game of Synchronized Domineering. - A Retrograde Approximation Algorithm for Multi-player Can t Stop. - AWT: Aspiration with Timer Search Algorithm in Siguo.