Download Computers and Games: 9th International Conference, CG 2016, by Aske Plaat, Walter Kosters, Jaap van den Herik PDF

By Aske Plaat, Walter Kosters, Jaap van den Herik

This e-book constitutes the completely refereed post-conference complaints of the ninth overseas convention on pcs and video games, CG 2016, held in Leiden, The Netherlands,in conjunction with the nineteenth computing device Olympiad and the twenty second global Computer-Chess Championship.
The 20 papers provided have been conscientiously reviewed and chosen of 30 submitted papers.
The 20 papers disguise quite a lot of desktop video games and plenty of varied learn themes in 4 major periods which made up our minds the order of e-book: Monte Carlo Tree seek (MCTS) and its improvements (seven papers), concrete video games (seven papers), theoretical elements and complexity (five papers) and cognition version (one paper). The paper utilizing Partial Tablebases in step forward by means of Andrew Isaac and Richard Lorentz got the simplest Paper Award.

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Additional info for Computers and Games: 9th International Conference, CG 2016, Leiden, The Netherlands, June 29 – July 1, 2016, Revised Selected Papers

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5 million iterations and then halved for the rest of the training every 500,000 iterations. We used a weight decay of 1e-6 and initialized all weights with the msra-filler [8]. As dataset of Go games we used KGS games1 with players having at least 4 dan strength using only no-handicap games which have at least 150 moves. The positions are split into a validation set with 1,280,000 positions and a training set with 60,026,402 positions. Positions of both sets are from distinct games. The positions in the training set are randomly rotated and mirrored to one of 8 possible orientations.

2. Comparison of learning evaluation performance. NARL with most point systems. 5 performed best for Search Algorithm Using the NARL static evaluation, we compared three search algorithms: (1) Flat Monte Carlo [3, Sect. 3] limited to depth 5, (2) Flat UCB1 limited to depth 5 and multiplying the exploration term 2ln(n)/n j by 20 to encourage greater exploration5 , and (3) expectimax with a depth limit of 2. The three algorithms were paired with the three static evaluators and tested against each other using the contest software, 8 scoring systems, and the seed 21347.

Results of the contest can be seen in Fig. 1. Fig. 1. Results of Contest Evaluation Non-fixed point systems were generated with contest random seed 34412016. The twelve point systems used for contest evaluation included American, Ameritish, British, Monte Carlo Approaches to Parameterized Poker Squares 25 Hypercorner, Random, and the following seven Single-Hand systems: High Card, One Pair, Two Pairs, Three of a Kind, Straight, Flush, and Full House. Detailed performance information is available online4 .

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