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  1. No Access

    Chapter and Conference Paper

    Automatic Strategy Verification for Hex

    We present a concise and/or-tree notation for describing Hex strategies together with an easily implemented algorithm for verifying strategy correctness. To illustrate our algorithm, we use it to verify **g Y...

    Ryan B. Hayward, Broderick Arneson, Philip Henderson in Computers and Games (2007)

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    Chapter and Conference Paper

    Automated Chess Tutor

    While recently the strength of chess-playing programs has grown immensely, their capability of explaining in human understandable terms why some moves are good or bad has enjoyed little attention. Progress tow...

    Aleksander Sadikov, Martin Možina, Matej Guid, Jana Krivec in Computers and Games (2007)

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    Chapter and Conference Paper

    A Skat Player Based on Monte-Carlo Simulation

    We apply Monte-Carlo simulation and alpha-beta search to the card game of Skat, which is similar to Bridge, but sufficiently different to require some new algorithmic ideas besides the techniques developed for Br...

    Sebastian Kupferschmid, Malte Helmert in Computers and Games (2007)

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    Chapter and Conference Paper

    An Open Boundary Safety-of-Territory Solver for the Game of Go

    This paper presents Safety Solver 2.0, a safety-of-territory solver for the game of Go that can solve problems in areas with open boundaries. Previous work on assessing safety of territory has concentrated on reg...

    **aozhen Niu, Martin Müller in Computers and Games (2007)

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    Chapter and Conference Paper

    Improving Depth-First PN-Search: 1 + ε Trick

    Various efficient game problem solvers are based on PN-Search. Especially depth-first versions of PN-Search like DF-PN or PDS – contrary to other known techniques – are able to solve really hard problems. Howe...

    Jakub Pawlewicz, Łukasz Lew in Computers and Games (2007)

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    Chapter and Conference Paper

    Virtual Global Search: Application to 9×9 Go

    In games, Monte-Carlo simulations can be used as an evaluation function for Alpha-Beta search. Assuming w is the width of the search tree, d its depth, and g the number of simulations at each leaf, then the total...

    Tristan Cazenave in Computers and Games (2007)

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    Chapter and Conference Paper

    Counting the Number of Three-Player Partizan Cold Games

    We give upper and lower bounds on S 3[n] equal to the number of three-player partizan cold games born by day n. In particular, we give an upper bound of

    Alessandro Cincotti in Computers and Games (2007)

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    Chapter and Conference Paper

    On the Symbolic Computation of the Hardest Configurations of the RUSH HOUR Game

    Rush Hour is a sliding blocks game where blocks represent cars stuck in a traffic jam on a 6 ×6 board. The goal of the game is to allow one of the cars (the target car) to exit this traffic jam by moving the othe...

    Sébastien Collette, Jean-François Raskin, Frédéric Servais in Computers and Games (2007)

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    Chapter and Conference Paper

    Combinatorics of Go

    We present several results concerning the number of positions and games of Go. We derive recurrences for L(m,n), the number of legal positions on an m ×n board, and develop a dynamic programming algorithm which c...

    John Tromp, Gunnar Farnebäck in Computers and Games (2007)

  10. No Access

    Chapter and Conference Paper

    Computing Proper Equilibria of Zero-Sum Games

    We show that a proper equilibrium of a matrix game can be found in polynomial time by solving a linear (in the number of pure strategies of the two players) number of linear programs of roughly the same dimension...

    Peter Bro Miltersen, Troels Bjerre Sørensen in Computers and Games (2007)

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    Chapter and Conference Paper

    Monte-Carlo Methods in Pool Strategy Game Trees

    An Eight Ball pool strategy algorithm with look-ahead is presented. The strategy uses a probabilistically evaluated game search tree to discover the best shot to attempt at each turn. Performance results of th...

    Will Leckie, Michael Greenspan in Computers and Games (2007)

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    Chapter and Conference Paper

    Gender and Cultural Differences (If Any!): South African School Children and Computer Games

    When studying computer games several factors come into play. The issue of gender inequality has been a topic of many research projects in the past. The issue of culture is still in its infancy. Previous resear...

    Lizette de Wet, Theo McDonald in Computers and Games (2007)

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    Chapter and Conference Paper

    Computer Analysis of Chess Champions

    Who is the best chess player of all time? Chess players are often interested in this question that has never been answered authoritatively, because it requires a comparison between chess players of different e...

    Matej Guid, Ivan Bratko in Computers and Games (2007)

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    Chapter and Conference Paper

    Feature Construction for Reinforcement Learning in Hearts

    Temporal difference (TD) learning has been used to learn strong evaluation functions in a variety of two-player games. TD-gammon illustrated how the combination of game tree search and learning methods can ach...

    Nathan R. Sturtevant, Adam M. White in Computers and Games (2007)

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    Chapter and Conference Paper

    A New Heuristic Search Algorithm for Capturing Problems in Go

    We propose a highly selective heuristic search algorithm for capturing problems in Go. This iterative deepening search works on the crucial chain in which the prey block is located. The algorithm starts using ...

    Keh-Hsun Chen, Peigang Zhang in Computers and Games (2007)

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    Chapter and Conference Paper

    A Retrograde Approximation Algorithm for One-Player Can’t Stop

    A one-player, finite, probabilistic game with perfect information can be presented as a bipartite graph. For one-player Can’t Stop, the graph is cyclic and the challenge is to determine the game-theoretical va...

    James Glenn, Haw-ren Fang, Clyde P. Kruskal in Computers and Games (2007)

  17. No Access

    Chapter and Conference Paper

    Monte-Carlo Proof-Number Search for Computer Go

    In the last decade, proof-number search and Monte-Carlo methods have successfully been applied to the combinatorial-games domain. Proof-number search is a reliable algorithm. It requires a well defined goal to...

    Jahn-Takeshi Saito, Guillaume Chaslot, Jos W. H. M. Uiterwijk in Computers and Games (2007)

  18. No Access

    Chapter and Conference Paper

    Search Versus Knowledge Revisited Again

    The questions focusing on diminishing returns for additional search effort have been a burning issue in computer chess. Despite a lot of research in this field, there are still some open questions, e.g., what ...

    Aleksander Sadikov, Ivan Bratko in Computers and Games (2007)

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    Chapter and Conference Paper

    Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search

    A Monte-Carlo evaluation consists in estimating a position by averaging the outcome of several random continuations. The method can serve as an evaluation function at the leaves of a min-max tree. This paper p...

    Rémi Coulom in Computers and Games (2007)

  20. No Access

    Chapter and Conference Paper

    LUMINES Strategies

    We analyze a new popular video-game called Lumines, which was developed by Sony for the PSP platform. It involves a sequence of bichromatic 2×2 blocks that fall in a grid and must be shifted or rotated by the pla...

    Greg Aloupis, Jean Cardinal, Sébastien Collette, Stefan Langerman in Computers and Games (2007)

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