Advances in Computer Games: 17th International Conference, ACG 2021, Virtual Event, November 23–25, 2021, Revised Selected Papers (Lecture Notes in Computer Science, 13262)
معرفی کتاب «Advances in Computer Games: 17th International Conference, ACG 2021, Virtual Event, November 23–25, 2021, Revised Selected Papers (Lecture Notes in Computer Science, 13262)» نوشتهٔ Cameron Browne (editor), Akihiro Kishimoto (editor), Jonathan Schaeffer (editor)، منتشرشده توسط نشر Springer International Publishing AG در سال 1326. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed post-conference proceedings of the 17th International Conference on Advances in Computer Games, ACG 2021, which was held as a virtual event during November 23–25, 2021. The 22 full papers included in this book were carefully reviewed and selected from 34 submissions. They were organized in topical sections as follows: learning in games; search in games; solving games; chess patterns; player modelling; and game systems. Preface Organization Contents Learning in Games Improving Counterfactual Regret Minimization Agents Training in Card Game Cheat Using Ordered Abstraction 1 Introduction 2 Background 2.1 Notations and Terminology 2.2 The Game Cheat 2.3 Counterfactual Regret Minimization 3 Related Works 4 Ordered Abstraction and Curriculum Learning 4.1 Application to Cheat 5 Experiments 5.1 Experimental Setups 5.2 Results 6 Conclusion References Deep Reinforcement Learning for Morpion Solitaire 1 Introduction 2 Preliminaries on Monte-Carlo Search for Game Playing 2.1 NMCS and NRPA 2.2 Playing Morpion Solitaire with Monte Carlo Search 3 Imitating NRPA 3.1 Game State Representation 3.2 Neural Network Architecture 3.3 Training Data and Training Procedure 3.4 Model Performance (Without Search) 3.5 Combining MC Search Algorithms with a Neural Based Search Procedure 4 Self Play with Exit 5 Conclusion References Expert Iteration for Risk 1 Introduction 2 Preliminaries 2.1 Monte Carlo Tree Search 2.2 Expert Iteration 3 Previous Work 4 Player Design 4.1 General Player Design and Architecture 4.2 Loss Function and Further Parameters 5 Experiments 5.1 Hexagonal Map 6 Future Work 7 Conclusion References Search in Games Sequential Halving Using Scores 1 Introduction 2 The Sequential Halving Algorithm 2.1 Restart vs Stockpile 2.2 Experiments 3 Scores 3.1 Theoretical Model 3.2 Optimal Combination 3.3 Selection Bias 3.4 Case of AMAF: a Better Formula for ' 3.5 Case of Prior Score: Pruning 3.6 Experiments with AMAF 3.7 Experiments with a Neural Network 4 Conclusion References Cosine Annealing, Mixnet and Swish Activation for Computer Go 1 Introduction 2 Improving Supervised Learning 2.1 Cosine Annealing 2.2 MixNet 2.3 Swish Activation 3 Experimental Results 3.1 Training with Cosine Annealing 3.2 Training Small Networks with Mixnet and Swish Activation 3.3 Training Big Networks with Mixnet and Swish Activation 3.4 Playing 4 Conclusion References A Heuristic Approach to the Game of Sylver Coinage 1 Introduction 2 Bot Strategies for Playing Sylver Coinage 3 Introducing Elo to Keep Track of Bot Success 4 Conclusion References Evaluating Interpretability Methods for DNNs in Game-Playing Agents 1 Introduction 2 Background 2.1 Model Interpretability 2.2 Breakthrough 3 Methods 3.1 The Model 3.2 Evaluation Measures 4 Results 4.1 Experimental Setup 4.2 Saliency Methods: Qualitative Evaluation 4.3 Saliency Methods: Quantitative Evaluation 4.4 Explaining the Explanations 5 Conclusion and Future Work References Solving Games Quixo is Solved 1 Introduction 1.1 Quixo 1.2 Objectives and Challenges 1.3 Results Overview 2 Preliminaries 3 Solving Quixo – Data Structures 3.1 Bitboard State Representation 3.2 Optimized Storage of Results 4 Solving Quixo – Algorithms 4.1 Computing Outcome 4.2 Deriving an Optimal Strategy 4.3 Implementations 5 Results 5.1 55 Quixo 5.2 44 Quixo 6 Conclusions and Open Questions References Solving Bicoloring-Graph Games on Rectangular Boards – Part 1: Partisan Col and Snort 1 Introduction 2 Combinatorial Game Theory for Col and Snort 2.1 Numbers and Star 2.2 Switches 3 Partisan Col on Rectangular Boards 3.1 Col on m n Boards with m and/or n Even 3.2 Col on m n Boards with m and n Odd, with m, n 3 3.3 Linear Col 4 Partisan Snort on Rectangular Boards 4.1 Snort on m n Boards with m and n Even 4.2 Snort on m n Boards with m and/or n Odd 4.3 Linear Snort 5 Conclusions and Future Research References Solving Bicoloring-Graph Games on Rectangular Boards – Part 2: Impartial Col and Snort 1 Introduction 2 Combinatorial Game Theory for iCol and iSnort 2.1 Nimbers 3 Impartial Col and Snort 3.1 iCol on Rectangular Boards 3.2 Linear iCol 3.3 iSnort on Rectangular Boards 3.4 Linear iSnort 4 Conclusions and Future Research References BoxOff is NP-Complete 1 Introduction 2 Reduction Overview 3 4-Color BoxOff is NP-Complete 3.1 Overlay Stones and Gadget Stones 3.2 Signals 3.3 Variable Gadget 3.4 Wiring Gadgets 3.5 Logical Gadgets 3.6 Gadget Interactions 3.7 The Reduction 3.8 Example Transformation 4 Conclusion References Chess Patterns Automatic Recognition of Similar Chess Motifs 1 Introduction 1.1 Related Work 2 Domain Description 3 Similarity Computation 3.1 Static Features 3.2 Dynamic Features 4 Building a Database of Tactical Puzzles 5 Evaluation 5.1 Matching Pairs of Puzzles from a Chess Training Course 5.2 Chess Expert's Explanations of Similarity 5.3 Comparison with a Group of Chess Experts 6 Conclusion References On the Road to Perfection? Evaluating Leela Chess Zero Against Endgame Tablebases 1 Introduction 2 Background 2.1 Chess Endgame Tablebases 2.2 Leela Chess Zero 3 Analyzing Chess Endgames with Leela Zero Chess 3.1 Tablebase Dataset Pre-processing 3.2 Choice of AlphaZero Program and Its Parameters 4 Experiments 4.1 Move Prediction Accuracy for Basic Settings 4.2 Performance at Different Decision Depths 4.3 Case Studies: Interesting Engine Mistakes 5 Summary and Future Work References Chess Endgame Compression via Logic Minimization 1 Introduction 1.1 Game-Theoretic Error-Free Endgame Play 1.2 State-of-the-Art Chess Endgame Data Compression 1.3 Approach 2 Two-Level Logic Minimization 2.1 MINI 2.2 ESPRESSO 2.3 Pupik 2.4 A Simple Position Encoding Scheme 2.5 Method 3 Experimentation 3.1 Two- and Three-Piece Endgame Tables 3.2 Two- Through Four-Piece Results 3.3 Compression Effectiveness 3.4 Query Effectiveness 4 Contributions References Player Modelling Procedural Maze Generation Considering Difficulty from Human Players' Perspectives 1 Introduction 2 Related Work 3 Investigation of Human Players' Tendencies 3.1 Subject Experiments 3.2 Prediction by Supervised Learning 4 Maze Generation and Selection Approach 4.1 Test Player Considering Human-Likeness 4.2 Maze Difficulty Evaluation Using Test Player 5 Subject Experiments on Maze Evaluation 6 Conclusions and Future Work Appendix A Input Features of Prediction Models References Opponent Model Selection Using Deep Learning 1 Introduction 2 Background 2.1 Terminologies 2.2 Chinese Dark Chess 2.3 Game Tournament and Expected Score 2.4 Contempt Factor and Threefold Repetition 2.5 Chinese Dark Chess Programs 3 Method 3.1 Input Data of the ORNN 3.2 Input Planes of the ORNN 3.3 Output of the ORNN 4 Experiments 4.1 Experiment Settings 4.2 The Effect of Using the Contempt Factor 4.3 Experiment Results 5 Conclusions References Using Deep Learning to Detect Facial Markers of Complex Decision Making 1 Introduction and Related Work 1.1 Decision-Making in Video Games 1.2 Facial Expressions and Machine Learning 2 Methods 2.1 Data Collection and Participants 2.2 Decision Selection 3 Data Preparation and Modelling 3.1 Data Extraction 3.2 Data Preprocessing 3.3 Model Description 4 Results 5 Discussion References A Generic Approach for Player Modeling Using Event-Trait Mapping Supported by PCA 1 Introduction 2 Related Works 3 Methodology 4 A Case Study on Wow Data 4.1 Data Collection and Preprocessing 4.2 Trait Selection 4.3 Applying Profiling Steps 4.4 Results and Discussion 5 Conclusion References Game Systems Automatic Generation of Board Game Manuals 1 Introduction 2 Background 2.1 Ludii 2.2 Related Work 3 Ludii Game Description Language 3.1 Translation to English 4 Move Visualisations 4.1 Move Properties 4.2 Identifying Distinct Moves 4.3 Visual Representations 5 Additional Features 5.1 Initial Setup 5.2 Winning/Losing Moves 5.3 Similar Legal Moves 5.4 Strategy Explanation 6 Complete Game Manuals 7 Conclusion 7.1 Limitations 7.2 Future Work A English Translations of Ludii Game Descriptions A.1 Hex A.2 Amazons References Optimised Playout Implementations for the Ludii General Game System 1 Introduction 2 Background 3 Related Work 4 Add-to-Empty Playouts 5 Filter Playouts 6 No-Repetition Playouts 7 Non-uniform Move Distributions 8 Empirical Evaluation 9 Conclusion References General Board Geometry 1 Introduction 2 Game Graphs 2.1 Dimensions: Cells or Vertices 3 Game Board Description 4 Graph Relations 4.1 Directions 4.2 Steps and Walks 4.3 Radials 5 Graph Operators 6 Conclusion References Quantifying the Space of Hearts Variants 1 Introduction 2 Hearts 3 Variants 4 Heuristic Metrics 4.1 Drama 4.2 Security 4.3 Spread 4.4 Order 5 Results 6 Future Work References Author Index
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