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Advances in Computer Games

Overview of attention for book
Cover of 'Advances in Computer Games'

Table of Contents

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    Book Overview
  2. Altmetric Badge
    Chapter 1 Accelerated UCT and Its Application to Two-Player Games
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    Chapter 2 Revisiting Move Groups in Monte-Carlo Tree Search
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    Chapter 3 PACHI: State of the Art Open Source Go Program
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    Chapter 4 Time Management for Monte-Carlo Tree Search in Go
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    Chapter 5 An MCTS Program to Play EinStein Würfelt Nicht!
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    Chapter 6 Monte-Carlo Tree Search Enhancements for Havannah
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    Chapter 7 Playout Search for Monte-Carlo Tree Search in Multi-player Games
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    Chapter 8 Towards a Solution of 7x7 Go with Meta-MCTS
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    Chapter 9 MCTS Experiments on the Voronoi Game
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    Chapter 10 4*4-Pattern and Bayesian Learning in Monte-Carlo Go
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    Chapter 11 Temporal Difference Learning for Connect6
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    Chapter 12 Improving Temporal Difference Learning Performance in Backgammon Variants
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    Chapter 13 CLOP: Confident Local Optimization for Noisy Black-Box Parameter Tuning
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    Chapter 14 Analysis of Evaluation-Function Learning by Comparison of Sibling Nodes
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    Chapter 15 Approximating Optimal Dudo Play with Fixed-Strategy Iteration Counterfactual Regret Minimization
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    Chapter 16 The Global Landscape of Objective Functions for the Optimization of Shogi Piece Values with a Game-Tree Search
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    Chapter 17 Solving breakthrough with Race Patterns and Job-Level Proof Number Search
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    Chapter 18 Infinite Connect-Four Is Solved: Draw
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    Chapter 19 Blunder Cost in Go and Hex
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    Chapter 20 Understanding Distributions of Chess Performances
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    Chapter 21 Position Criticality in Chess Endgames
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    Chapter 22 On Board-Filling Games with Random-Turn Order and Monte Carlo Perfectness
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    Chapter 23 Modeling Games with the Help of Quantified Integer Linear Programs
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    Chapter 24 Computing Strong Game-Theoretic Strategies in Jotto
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    Chapter 25 Online Sparse Bandit for Card Games
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    Chapter 26 Game Tree Search with Adaptive Resolution
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    Chapter 27 Designing Casanova: A Language for Games
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    Chapter 28 Affective Game Dialogues
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    Chapter 29 Generating Believable Virtual Characters Using Behavior Capture and Hidden Markov Models
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Mentioned by

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2 X users
wikipedia
3 Wikipedia pages

Citations

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4 Dimensions

Readers on

mendeley
38 Mendeley
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Title
Advances in Computer Games
Published by
Springer Berlin Heidelberg, January 2012
DOI 10.1007/978-3-642-31866-5
ISBNs
978-3-64-231865-8, 978-3-64-231866-5
Editors

H. Jaap van den Herik, Aske Plaat

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 38 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Portugal 1 3%
Australia 1 3%
United States 1 3%
Unknown 35 92%

Demographic breakdown

Readers by professional status Count As %
Student > Master 7 18%
Student > Bachelor 3 8%
Student > Ph. D. Student 3 8%
Student > Doctoral Student 2 5%
Other 1 3%
Other 3 8%
Unknown 19 50%
Readers by discipline Count As %
Computer Science 11 29%
Engineering 3 8%
Unspecified 2 5%
Business, Management and Accounting 1 3%
Immunology and Microbiology 1 3%
Other 1 3%
Unknown 19 50%