The Expected Outcome Model of Two Player Games

The Expected Outcome Model of Two Player Games
Author: Bruce Abramson
Publsiher: Morgan Kaufmann
Total Pages: 113
Release: 2014-07-10
Genre: Computers
ISBN: 9781483258959

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The Expected-Outcome Model of Two-Player Games deals with the expected-outcome model of two-player games, in which the relative merit of game-tree nodes, rather than board positions, is considered. The ambiguity of static evaluation and the problems it generates in the search system are examined and the development of a domain-independent static evaluator is described. Comprised of eight chapters, this book begins with an overview of the rationale for the mathematical study of games, followed by a discussion on some previous artificial intelligence (AI) research efforts on game-trees. The next section opens with the definition of a node's expected-outcome value as the expected value of the leaves beneath it. The expected-outcome model is outlined, paying particular attention to the expected-outcome value of a game-tree node. This model was implemented on some small versions of tic-tac-toe and Othello. The book also presents results that offer strong support for both the validity of the expected-outcome model and the rationality of its underlying assumptions. This monograph is intended for specialists in AI and computer science.

Advances in Computer Games

Advances in Computer Games
Author: H. Jaap van den Herik,Hiroyuki Iida,Ernst A. Heinz
Publsiher: Springer
Total Pages: 394
Release: 2013-06-05
Genre: Computers
ISBN: 9780387357065

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1 feel privileged that the J(jh Advances in Computer Games Conference (ACG 10) takes place in Graz, Styria, Austria. It is the frrst time that Austria acts as host country for this major event. The series of conferences started in Edinburgh, Scotland in 1975 and was then held four times in England, three times in The Netherlands, and once in Germany. The ACG-10 conference in Graz is special in that it is organised together with the 11th World Computer Chess Championship (WCCC), the Sth Computer Olympiad (CO), and the European Union Y outh Chess Championship. The 11 th WCCC and ACG 10 take place in the Dom im Berg (Dome in the Mountain), a high-tech space with multimedia equipment, located in the Schlossberg, in the centre of the city. The help of many sponsors (large and small) is gratefully acknowledged. They will make the organisation of this conference a success. In particular, 1 would like to thank the European Union for designating Graz as the Cultural Capital of Europe 2003. There are 24 accepted contributions by participants from all over the world: Europe, Japan, USA, and Canada. The specific research results ofthe ACG 10 are expected to tind their way to general applications. The results are described in the pages that follow. The international stature together with the technical importance of this conference reaffrrms the mandate of the International Computer Games Association (ICGA) to represent the computer-games community.

Computers and Games

Computers and Games
Author: H. Jaap van den Herik,Yngvi Björnsson,Nathan S. Netanyahu
Publsiher: Springer
Total Pages: 334
Release: 2006-01-24
Genre: Computers
ISBN: 9783540324898

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This book constitutes the thoroughly refereed post-proceedings of the 4th International Conference on Computers and Games, CG 2004, held in July 2004. The 21 revised full papers presented together with one keynote article were carefully selected during two rounds of reviewing and improvement from 37 submissions. The papers cover all aspects of artificial intelligence in computer-game playing. Topics addressed include evaluation and learning, search, single-agent search and planning, and computer Go.

Advances in Computer Games

Advances in Computer Games
Author: Jaap van den Herik,H. Jaap van den Herik,Shun-Chin Hsu,Tsan-sheng Hsu,H.H.L.M. Donkers
Publsiher: Springer Science & Business Media
Total Pages: 287
Release: 2006-12-07
Genre: Computers
ISBN: 9783540488873

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This book constitutes the thoroughly refereed post-proceedings of the 11th International Conference on Advances in Computer Games, ACG 2005, held in Taipei, Taiwan, in September 2005 in conjunction with the 10th Computer Olympiad. It contains 20 papers that cover all aspects of artificial intelligence in computer-game playing.

Two person Game Theory

Two person Game Theory
Author: Anatol Rapoport
Publsiher: Courier Corporation
Total Pages: 241
Release: 1999-01-20
Genre: Mathematics
ISBN: 9780486406862

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This fascinating and provocative book presents the fundamentals of two-person game theory, a mathematical approach to understanding human behavior and decision-making.

Algorithms and Networking for Computer Games

Algorithms and Networking for Computer Games
Author: Jouni Smed,Harri Hakonen
Publsiher: John Wiley & Sons
Total Pages: 416
Release: 2017-06-06
Genre: Computers
ISBN: 9781119259824

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The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing. The first part of the book presents practical algorithms for solving “classical” topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world. The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data. Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books. Algorithms and Networking for Computer Games, Second Edition: Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics Now includes 73 ready-to-use algorithms and 247 illustrative exercises Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming.

Advanced Topics in Artificial Intelligence

Advanced Topics in Artificial Intelligence
Author: Norman Foo
Publsiher: Springer
Total Pages: 518
Release: 2007-12-07
Genre: Computers
ISBN: 9783540466956

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The 12th Australian Joint Conference on Artificial Intelligence (AI'QQ) held in Sydney, Australia, 6-10 December 1999, is the latest in a series of annual re gional meetings at which advances in artificial intelligence are reported. This series now attracts many international papers, and indeed the constitution of the program committee reflects this geographical diversity. Besides the usual tutorials and workshops, this year the conference included a companion sympo sium at which papers on industrial appUcations were presented. The symposium papers have been published in a separate volume edited by Eric Tsui. Ar99 is organized by the University of New South Wales, and sponsored by the Aus tralian Computer Society, the Commonwealth Scientific and Industrial Research Organisation (CSIRO), Computer Sciences Corporation, the KRRU group at Griffith University, the Australian Artificial Intelligence Institute, and Neuron- Works Ltd. Ar99 received over 120 conference paper submissions, of which about o- third were from outside Australia. Prom these, 39 were accepted for regular presentation, and a further 15 for poster display. These proceedings contain the full regular papers and extended summaries of the poster papers. All papers were refereed, mostly by two or three reviewers selected by members of the program committee, and a list of these reviewers appears later. The technical program comprised two days of workshops and tutorials, fol lowed by three days of conference and symposium plenary and paper sessions.

AI for Games Third Edition

AI for Games  Third Edition
Author: Ian Millington
Publsiher: CRC Press
Total Pages: 1010
Release: 2019-03-18
Genre: Art
ISBN: 9781351053297

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AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process