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Hartisch / Hsueh / van den Herik | Advances in Computer Games | Buch | 978-3-032-23656-2 | www.sack.de

Buch, Englisch, 220 Seiten, Format (B × H): 155 mm x 235 mm

Reihe: Lecture Notes in Computer Science

Hartisch / Hsueh / van den Herik

Advances in Computer Games

19th International Conference, ACG 2025, Virtual Event, October 21–23, 2025, Revised Selected Papers
Erscheinungsjahr 2026
ISBN: 978-3-032-23656-2
Verlag: Springer

19th International Conference, ACG 2025, Virtual Event, October 21–23, 2025, Revised Selected Papers

Buch, Englisch, 220 Seiten, Format (B × H): 155 mm x 235 mm

Reihe: Lecture Notes in Computer Science

ISBN: 978-3-032-23656-2
Verlag: Springer


This book constitutes the refereed post proceedings of the 19th International Conference on Advances in Computer Games, ACG 2025, held online, during October 21–23, 2025

The 17 full papers included in this book were carefully reviewed and selected from 30 submissions. They were organized in topical sections as follows: Game Solvers, Engagement and Fairness, Large Language Models, Learning and Tree Search, Human Gameplay, Imperfect Information Games.

Hartisch / Hsueh / van den Herik Advances in Computer Games jetzt bestellen!

Zielgruppe


Research

Weitere Infos & Material


.-Game Solvers.

.- Relevance-Zone Reduction in Game Solving.

.- SEGClobber- A Linear Clobber Solver.

.- MCGS: A Minimax-based Combinatorial Game Solver.

.- Engagement and Fairness.

.- Player Preferences For Play Of The Game: A Study Of Player Engagement On
Video Game Highlights.

.- Mechanism Design for Player-Judged Games.

.- Large Language Models.

.- Enhancing Cost-Effective Large Language Models with Reinforcement Learning
for Multi-Turn Text-based Environments.

.- Real time expert chess commentary using LLM.

.-  SpinGPT: A Large-Language-Model Approach to Playing Poker Correctly.

.- Learning and Tree Search.

.- Mastering Othello with genetic algorithm and reinforcement learning.

.- Static and Intrinsic Diversity in Go Agents.

.- Adapting MCTS Algorithms for Stochastic Games- An Example on EinStein
W¨urfelt Nicht!.

.- Evolutionary Tree Search for Turn-Based Strategy Games.

.- Human Gameplay.

.- Making KataGo HumanSL More Human-Like for Amateur-Level Play.

.- Measuring Strategic Similarity Between Human and Engine-Generated Chinese
Chess Opening Trees.

.- Imperfect Information Games.

.- Rule-Based Red Piece Inference and Board Evaluation in the Imperfect Infor
mation Game Geister.

.- An Application of Secure Computation to Tagiron.

.- Leveraging Answer Set Programming for Information Set Computation in Im
perfect Information Games.



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