By H. Jaap van den Herik, Hiroyuki Iida, Aske Plaat
This publication constitutes the completely refereed post-conference lawsuits of the eighth overseas convention on pcs and video games, CG 2013, held in Yokohama, Japan, in August 2013, together with the seventeenth machine and video games event and the twentieth global Computer-Chess Championship. The 21 papers provided have been conscientiously reviewed and chosen for inclusion during this e-book. They disguise a variety of themes that are grouped into 5 sessions: Monte Carlo Tree seek and its improvements; fixing and looking out; research of video game attribute; new ways; and severe games.
Read Online or Download Computers and Games: 8th International Conference, CG 2013, Yokohama, Japan, August 13-15, 2013, Revised Selected Papers PDF
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Additional info for Computers and Games: 8th International Conference, CG 2013, Yokohama, Japan, August 13-15, 2013, Revised Selected Papers
4 Features of the Bradley-Terry Model First, it must be noted that there is no need to use the same features in the Monte-Carlo simulations and in the knowledge bias. In particular, there is no need to use lightweight features in the knowledge bias. Eﬃciency of Static Knowledge Bias in Monte-Carlo Tree Search 37 Second, the features chosen for the Bradley-Terry model have a direct and important eﬀect on the eﬃciency of the knowledge bias. 8, the winning rate of our program is 29 % without the “distance to the previous move” feature, and 58 % when used.
All curves display a characteristic mountain shape, which shows mainly that there is some ideal balance between the Bradley-Terry bias and the other UCB classical exploration and exploitation terms. 2 20 10 1 10 100 1000 10000 100000 Ucb bonus K coeﬃcient (logscale) Fig. 5. Winning rate against Fuego in function of the K parameter (logscale) the program will select too frequently moves with a high static value, causing some local reading mistakes. The peak for the decreasing bias is obtained at a bigger CBT value than with a constant bias.
Lambda-search in game trees - with application to Go. ICGA J. 23(4), 203–217 (2000) 13. : Connect6. ICGA J. 28(4), 234–242 (2006) 14. : A new family of k-in-a-row games. In: The 11th Advances in Computer Games Conference (ACG’11), pp. 180–194, Taipei, Taiwan, (2005) 15. : NCTU6-Lite wins Connect6 tournament. ICGA J. 31(4), 240–243 (2008) 16. : Relevance-Zone-Oriented proof search for Connect6. IEEE Trans. Comput. Intell. AI Games (SCI) 2(3), pp. 191–207 (2010) 17. : NCTU6 wins Connect6 tournament.
Computers and Games: 8th International Conference, CG 2013, Yokohama, Japan, August 13-15, 2013, Revised Selected Papers by H. Jaap van den Herik, Hiroyuki Iida, Aske Plaat