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Titlebook: Computer Games; Third Workshop on Co Tristan Cazenave,Mark H. M. Winands,Yngvi Bj?rnsso Conference proceedings 2014 Springer International

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發(fā)表于 2025-3-21 17:10:34 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Computer Games
副標(biāo)題Third Workshop on Co
編輯Tristan Cazenave,Mark H. M. Winands,Yngvi Bj?rnsso
視頻videohttp://file.papertrans.cn/234/233546/233546.mp4
概述Fast-track conference proceedings.State-of-the-art research.Up-to-date results
叢書名稱Communications in Computer and Information Science
圖書封面Titlebook: Computer Games; Third Workshop on Co Tristan Cazenave,Mark H. M. Winands,Yngvi Bj?rnsso Conference proceedings 2014 Springer International
描述This book constitutes the refereed proceedings of the Computer Games Workshop, CGW 2014, held in conjunction with the 21st European Conference on Artificial Intelligence, ECAI 2014, Prague, Czech Republic, in August 2014..The 11 revised full papers presented were carefully reviewed and selected from 20 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as general game playing, video game playing, and cover 11 abstract games: 7 Wonders, Amazons, AtariGo, Ataxx, Breakthrough, Chinese Dark Chess, Connect6, NoGo, Pentalath, Othello, and Catch the Lion.
出版日期Conference proceedings 2014
關(guān)鍵詞Monte Carlo methods; artificial intelligence; computer games; game tree search; intelligent agents; inter
版次1
doihttps://doi.org/10.1007/978-3-319-14923-3
isbn_softcover978-3-319-14922-6
isbn_ebook978-3-319-14923-3Series ISSN 1865-0929 Series E-ISSN 1865-0937
issn_series 1865-0929
copyrightSpringer International Publishing Switzerland 2014
The information of publication is updating

書目名稱Computer Games影響因子(影響力)




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書目名稱Computer Games網(wǎng)絡(luò)公開度學(xué)科排名




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書目名稱Computer Games被引頻次學(xué)科排名




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Climate, weather and the yield of tea,sented as the problem of Combinatorial Multi-Armed Bandit. Similarly to the most prominent approaches for online planning with polynomial number of possible actions, state-of-the-art algorithms for online planning with exponential number of actions are based on Monte-Carlo sampling. However, without
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https://doi.org/10.1057/9781137494085eatures of GDL contribute to making it a convenient tool to describe multi-agent systems. We study the computational complexity of reasoning in GGP using various combinations of these features. Our analysis offers a complexity landscape for GGP with fragments ranging from . to . in the single-agent
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https://doi.org/10.1057/9781137494085crucial step for speeding up the interpretation of the game descriptions and increasing the playing strength of general game players..Our method allows us to ground almost all of the game descriptions present on the GGP servers in a time that is compatible with the common time settings of the GGP co
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https://doi.org/10.1057/9781137494085 for real-time video games. SHPE is based on a combination of domain compilation and procedural task application/decomposition techniques in order to compute plans in a very short time-frame. The planner has been able to return relevant plans in less than three milliseconds for several problem insta
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