Computer Games

Computer Games

6th Workshop, CGW 2017, Held in Conjunction with the 26th International Conference on Artificial Intelligence, IJCAI 2017, Melbourne, VIC, Australia, August, 20, 2017, Revised Selected Papers

Cazenave, Tristan; Saffidine, Abdallah; Winands, Mark H.M.

Springer International Publishing AG

02/2018

191

Mole

Inglês

9783319759302

15 a 20 dias

454

Descrição não disponível.
Atari Games and Intel Processors.- Computer Hex Algorithm using a Move Evaluation Method based on a Convolutional Neural Network.- Deep Preference Neural Network for Move Prediction in Board Games.- Deep Reinforcement Learning with Hidden Layers on Future States.- Neural Fictitious Self-Play in Imperfect Information Games with Many Players.- On-line Parameter Tuning for Monte-Carlo Tree Search in General Game Playing.- Memorizing the Playout Policy.- Distributed Nested Rollout Policy for SameGame.- A Study of Forward versus Backwards Endgame Solvers with Results in Chinese Checkers.- Validating and Fine-tuning of Game Evaluation Functions using Endgame Databases.- Applying Anytime Heuristic Search to Cost-Optimal HTN Planning.- A Game for Eliciting Trust between People and Devices under Diverse Performance Conditions.
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artificial intelligence;3D;computer games;computer graphics;computer vision;game theory;image analysis;image processing;image reconstruction;interactive computer graphics;learning algorithms;linear programming;nash equilibrium;neural networks;problem solving;reinforcement learning;smart homes;user interfaces;video game;virtual reality