000 | 03896nam a22006135i 4500 | ||
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001 | 978-3-540-45579-0 | ||
003 | DE-He213 | ||
005 | 20240423132551.0 | ||
007 | cr nn 008mamaa | ||
008 | 121227s2001 gw | s |||| 0|eng d | ||
020 |
_a9783540455790 _9978-3-540-45579-0 |
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024 | 7 |
_a10.1007/3-540-45579-5 _2doi |
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050 | 4 | _aQA75.5-76.95 | |
072 | 7 |
_aUY _2bicssc |
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_aCOM000000 _2bisacsh |
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072 | 7 |
_aUY _2thema |
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082 | 0 | 4 |
_a004 _223 |
245 | 1 | 0 |
_aComputers and Games _h[electronic resource] : _bSecond International Conference, CG 2001, Hamamatsu, Japan, October 26-28, 2000 Revised Papers / _cedited by Tony Marsland, Ian Frank. |
250 | _a1st ed. 2001. | ||
264 | 1 |
_aBerlin, Heidelberg : _bSpringer Berlin Heidelberg : _bImprint: Springer, _c2001. |
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300 |
_aXIV, 450 p. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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_atext file _bPDF _2rda |
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490 | 1 |
_aLecture Notes in Computer Science, _x1611-3349 ; _v2063 |
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505 | 0 | _aSearch and Strategies -- A Least-Certainty Heuristic for Selective Search -- Lambda-Search in Game Trees — with Application to Go -- Abstract Proof Search -- Solving Kriegspiel-Like Problems: Examining Efficient Search Methods -- Strategies for the Automatic Construction of Opening Books -- Awari Retrograde Analysis -- Construction of Chinese Chess Endgame Databases by Retrograde Analysis -- Learning and Pattern Acquisition -- Learning from Perfection -- Chess Neighborhoods, Function Combination, and Reinforcement Learning -- Learning a Go Heuristic with Tilde -- Learning Time Allocation Using Neural Networks -- Theory and Complexity Issues -- The Complexity of Graph Ramsey Games -- Virus Versus Mankind -- Creating Difficult Instances of the Post Correspondence Problem -- Integer Programming Based Algorithms for Peg Solitaire Problems -- Ladders Are PSPACE-Complete -- Simple Amazons Endgames and Their Connection to Hamilton Circuits in Cubic Subgrid Graphs -- Further Experiments with Games -- New Self-Play Results in Computer Chess -- SUPER-SOMA — Solving Tactical Exchanges in Shogi without Tree Searching -- A Shogi Processor with a Field Programmable Gate Array -- Plausible Move Generation Using Move Merit Analysis with Cut-Off Thresholds in Shogi -- Abstraction Methods for Game Theoretic Poker -- Reasoning by Agents in Computer Bridge Bidding -- Invited Talks and Reviews -- Linguistic Geometry for Solving War Games -- Physics and Ecology of Rock-Paper-Scissors Game -- Review: Computer Language Games -- Review: Computer Go 1984–2000 -- Review: Intelligent Agents for Computer Games -- Review: RoboCup through 2000 -- Review: Computer Shogi through 2000. | |
650 | 0 | _aComputer science. | |
650 | 0 | _aArtificial intelligence. | |
650 | 0 |
_aComputer science _xMathematics. |
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650 | 0 | _aAlgorithms. | |
650 | 0 |
_aArtificial intelligence _xData processing. |
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650 | 1 | 4 | _aComputer Science. |
650 | 2 | 4 | _aTheory of Computation. |
650 | 2 | 4 | _aArtificial Intelligence. |
650 | 2 | 4 | _aMathematics of Computing. |
650 | 2 | 4 | _aAlgorithms. |
650 | 2 | 4 | _aData Science. |
700 | 1 |
_aMarsland, Tony. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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700 | 1 |
_aFrank, Ian. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783540430803 |
776 | 0 | 8 |
_iPrinted edition: _z9783662183748 |
830 | 0 |
_aLecture Notes in Computer Science, _x1611-3349 ; _v2063 |
|
856 | 4 | 0 | _uhttps://doi.org/10.1007/3-540-45579-5 |
912 | _aZDB-2-SCS | ||
912 | _aZDB-2-SXCS | ||
912 | _aZDB-2-LNC | ||
912 | _aZDB-2-BAE | ||
942 | _cSPRINGER | ||
999 |
_c189196 _d189196 |