13th International Conference, CG 2026, Maastricht, The Netherlands, June 19–20, 2026, Revised Selected Papers
Buch, Englisch, Format (B × H): 155 mm x 235 mm
Reihe: Lecture Notes in Computer Science
ISBN: 978-3-032-45359-4
Verlag: Springer
This book constitutes the refereed proceedings of the 13th International Conference on Computers and Games, CG 2026, held as a Maastricht, The Netherlands, during June 19–20, 2026.
The 16 full papers included in this book were carefully reviewed and selected from 25 submissions. They are organized in the following topical sections: Game Analysis; Machine Learning in Games; Search and Solving; Imperfect-Information and Card Games.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Technische Informatik Netzwerk-Hardware
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Software Engineering
- Mathematik | Informatik EDV | Informatik Informatik Mathematik für Informatiker
- Mathematik | Informatik EDV | Informatik Informatik Künstliche Intelligenz Computer Vision
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Grafikprogrammierung
Weitere Infos & Material
.- What Can We Learn about AGI from Game AI.
.- Outer-Learning Framework for Playing Multi-Player Trick-Taking Card Games .
.- WallZero: Mastering the Game of WallGo with Strategic Analysis.
.- Building a Large-Scale Open-Source Benchmark Dataset for Computer Chinese Chess.
.- Deterministic FEN-Based Chess Complexity: A Present-State Descriptor and
Reproducible Cohort Analysis.
.- For How Long Should We Be Punching? Learning Action Duration in Fighting Games.
.- Inter-Subjective Gravity: Predicting Synchronization Depth in Asymmetric Interactions.
.- Tri-Othello: A Study of a Hybrid 3-player Search Algorithm Using Stability and Locality
Evaluation.
.- Scaling and Validating Set-Based Retrograde Analysis.
.- FairKalah Without Empty Captures.
.- Valet: A Standardized Testbed of Traditional Imperfect-Information Card Games.
.- Generalized Rapid Action Value Estimation in Memory-Constrained Environments.
.- Intuitive Deception Complexity: Quantifying Decision Difficulty in Shogi Positions.
.- Extracting Knowledge in Deep Learning Models for Riichi Mahjong.
.- Value-Only and Policy-Guided Search in 2048.
.- StratFormer: Adaptive Opponent Modeling and Exploitation in Imperfect-Information
Games.
.- Evaluating LLM Capacity for Game State Assessment in RTS Games.




