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Advances in Computer Games

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Cover of 'Advances in Computer Games'

Table of Contents

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    Book Overview
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    Chapter 1 Analytical Solution for “EinStein würfelt nicht!” with One Stone
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    Chapter 2 Toward Solving “EinStein würfelt nicht!”
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    Chapter 3 Analysis of Fred Horn’s Gloop Puzzle
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    Chapter 4 Set Matching: An Enhancement of the Hales-Jewett Pairing Strategy
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    Chapter 5 Playing Hanabi Near-Optimally
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    Chapter 6 Optimal Play of the Farkle Dice Game
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    Chapter 7 Deep df-pn and Its Efficient Implementations
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    Chapter 8 Improved Policy Networks for Computer Go
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    Chapter 9 Exploring Positional Linear Go
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    Chapter 10 Influence of Search Depth on Position Evaluation
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    Chapter 11 Evaluating Chess-Like Games Using Generated Natural Language Descriptions
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    Chapter 12 Machine Learning in the Game of Breakthrough
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    Chapter 13 A Curling Agent Based on the Monte-Carlo Tree Search Considering the Similarity of the Best Action Among Similar States
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    Chapter 14 Exploration Bonuses Based on Upper Confidence Bounds for Sparse Reward Games
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    Chapter 15 Developing a 2048 Player with Backward Temporal Coherence Learning and Restart
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    Chapter 16 A Little Bit of Frustration Can Go a Long Way
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    Chapter 17 Automated Adaptation and Assessment in Serious Games: A Portable Tool for Supporting Learning
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    Chapter 18 An Analysis of Majority Voting in Homogeneous Groups for Checkers: Understanding Group Performance Through Unbalance
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    Chapter 19 Yasol: An Open Source Solver for Quantified Mixed Integer Programs
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Title
Advances in Computer Games
Published by
Springer International Publishing, December 2017
DOI 10.1007/978-3-319-71649-7
ISBNs
978-3-31-971648-0, 978-3-31-971649-7
Editors

Winands, Mark H.M. , van den Herik, H. Jaap, Kosters, Walter A.

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