J. Int. Comput. Games Assoc.最新文献

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A tribute to Guy Haworth 向盖伊·霍沃思致敬
J. Int. Comput. Games Assoc. Pub Date : 2021-10-20 DOI: 10.3233/icg-210190
H. J. Herik, M. Winands
{"title":"A tribute to Guy Haworth","authors":"H. J. Herik, M. Winands","doi":"10.3233/icg-210190","DOIUrl":"https://doi.org/10.3233/icg-210190","url":null,"abstract":"On 16 June 2021, Guy Haworth passed way. He was a longtime and active member of our ICCA/ICGA community, and served as a Vice-President of the ICGA from 2002 until 2005. Guy will be most remembered for his contributions to the ICGA Journal. Since 1998, he regularly published technical notes, tournament reports and (review) articles on computer chess. The most well-known contributions were his endgame articles, though over the years he published more and more reports on computer chess tournaments such as the ICGA World Computer Chess Championships, and TCEC (Cup) tournaments. He was an ardent supporter of research on chess endgames, a mentor for many students, and a friend for all who investigated the nucleus of chess.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"5 1","pages":"114-117"},"PeriodicalIF":0.0,"publicationDate":"2021-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84663178","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Descent wins five gold medals at the Computer Olympiad Descent在计算机奥林匹克竞赛中获得五枚金牌
J. Int. Comput. Games Assoc. Pub Date : 2021-10-15 DOI: 10.3233/icg-210192
Quentin Cohen-Solal, T. Cazenave
{"title":"Descent wins five gold medals at the Computer Olympiad","authors":"Quentin Cohen-Solal, T. Cazenave","doi":"10.3233/icg-210192","DOIUrl":"https://doi.org/10.3233/icg-210192","url":null,"abstract":"Unlike AlphaZero-like algorithms (Silver et al., 2018), the Descent framework uses a variant of Unbounded Minimax (Korf and Chickering, 1996), instead of Monte Carlo Tree Search, to construct the partial game tree used to determine the best action to play and to collect data for learning. During training, at each move, the best sequences of moves are iteratively extended until terminal states. During evaluations, the safest action is chosen (after that the best sequences of moves are iteratively extended each until a leaf state is reached). Moreover, it also does not use a policy network, only a value network. The actions therefore do not need to be encoded. Unlike the AlphaZero paradigm, with Descent all data generated during the searches to determine the best actions to play is used for learning. As a result, much more data is generated per game, and thus the training is done more quickly and does not require a (massive) parallelization to give good results (contrary to AlphaZero). It can use end-of-game heuristic evaluation to improve its level of play faster, such as game score or game length (in order to win quickly and lose slowly).","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"60 3","pages":"132-134"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72623731","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
On the power of lookahead in single-player PuyoPuyo 谈单人游戏《PuyoPuyo》的前瞻功能
J. Int. Comput. Games Assoc. Pub Date : 2021-10-06 DOI: 10.3233/icg-210189
Yasuhiko Takenaga, Sho Kikuchi, Hushan Quan
{"title":"On the power of lookahead in single-player PuyoPuyo","authors":"Yasuhiko Takenaga, Sho Kikuchi, Hushan Quan","doi":"10.3233/icg-210189","DOIUrl":"https://doi.org/10.3233/icg-210189","url":null,"abstract":"PuyoPuyo is one of the Tetris-type games, which is dealt with as a single-player game in this paper. The player has a winning strategy if the player can keep playing the game infinitely on a gameboard of a constant height. In this paper, we consider how lookahead of input pieces affects the existence of winning strategies in PuyoPuyo, and show conditions that the player cannot win even with lookahead. First, we show the number of colors sufficient to make the player lose on the gameboard of width w when the number of lookahead pieces is m. Next, we show that ten and twenty-six colors are sufficient to make the player lose on the gameboards of width two and three, respectively, no matter how large the number of lookahead pieces is.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"29 1","pages":"102-113"},"PeriodicalIF":0.0,"publicationDate":"2021-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87305746","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Computer Olympiad 2020 2020年计算机奥林匹克竞赛
J. Int. Comput. Games Assoc. Pub Date : 2021-10-04 DOI: 10.3233/icg-210191
H. Iida, J. Schaeffer, I-Chen Wu
{"title":"The Computer Olympiad 2020","authors":"H. Iida, J. Schaeffer, I-Chen Wu","doi":"10.3233/icg-210191","DOIUrl":"https://doi.org/10.3233/icg-210191","url":null,"abstract":"The 23rd Computer Olympiad was held November/December 2020. As a consequence of the global pandemic, for the first time the competitions were fought online. This involved creating new rules that were, in large part, dependent on having the participants cooperate on organizing and conducting the events. The event was a success and will be repeated online in 2021.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"47 1","pages":"118-131"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88489502","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Sudoku Ripeto 数独我重复一遍
J. Int. Comput. Games Assoc. Pub Date : 2021-05-26 DOI: 10.3233/ICG-210180
Miguel G. Palomo
{"title":"Sudoku Ripeto","authors":"Miguel G. Palomo","doi":"10.3233/ICG-210180","DOIUrl":"https://doi.org/10.3233/ICG-210180","url":null,"abstract":"We present a variant of Sudoku called Sudoku Ripeto. It seems to be the first to admit any combination of repeated symbols, and includes Sudoku as a proper subset. We present other Sudoku Ripeto families, each with a different repetition pattern. We define Sudoku Ripeto squares and puzzles, prove several solving rules that generalize those for Sudoku, and give sufficient conditions to flexibly solve puzzles with rules only, without search.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"94 1","pages":"26-49"},"PeriodicalIF":0.0,"publicationDate":"2021-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76064220","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Deep Learning for General Game Playing with Ludii and Polygames 深度学习一般游戏玩与Ludii和Polygames
J. Int. Comput. Games Assoc. Pub Date : 2021-01-23 DOI: 10.3233/icg-220197
Dennis J. N. J. Soemers, Vegard Mella, C. Browne, O. Teytaud
{"title":"Deep Learning for General Game Playing with Ludii and Polygames","authors":"Dennis J. N. J. Soemers, Vegard Mella, C. Browne, O. Teytaud","doi":"10.3233/icg-220197","DOIUrl":"https://doi.org/10.3233/icg-220197","url":null,"abstract":"Combinations of Monte-Carlo tree search and Deep Neural Networks, trained through self-play, have produced state-of-the-art results for automated game-playing in many board games. The training and search algorithms are not game-specific, but every individual game that these approaches are applied to still requires domain knowledge for the implementation of the game’s rules, and constructing the neural network’s architecture – in particular the shapes of its input and output tensors. Ludii is a general game system that already contains over 1,000 different games, which can rapidly grow thanks to its powerful and user-friendly game description language. Polygames is a framework with training and search algorithms, which has already produced superhuman players for several board games. This paper describes the implementation of a bridge between Ludii and Polygames, which enables Polygames to train and evaluate models for games that are implemented and run through Ludii. We do not require any game-specific domain knowledge anymore, and instead leverage our domain knowledge of the Ludii system and its abstract state and move representations to write functions that can automatically determine the appropriate shapes for input and output tensors for any game implemented in Ludii. We describe experimental results for short training runs in a wide variety of different board games, and discuss several open problems and avenues for future research.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"19 1","pages":"146-161"},"PeriodicalIF":0.0,"publicationDate":"2021-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74168741","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
TCEC Cup 7
J. Int. Comput. Games Assoc. Pub Date : 2021-01-11 DOI: 10.3233/icg-200174
G. Haworth, Nelson Hernandez
{"title":"TCEC Cup 7","authors":"G. Haworth, Nelson Hernandez","doi":"10.3233/icg-200174","DOIUrl":"https://doi.org/10.3233/icg-200174","url":null,"abstract":"The TCEC Cup 7 knockout event was the penultimate event of TCEC Season 19, begun on October 31st 2020 with the usual brisk Rapid tempo of 30′+5′′/move. It involved 32 of the top 35 engines of the TCEC19 championship as FIRE, VAJOLET and CHIRON sat this one out, see Fig. 1. It used the rules of TCEC Cup 6 (Haworth and Hernandez, 2020a-2020d). Matches were ‘best of four’ and tie-breaks consisted of further ‘same opening’ mini-matches of two games. For the second time, the ‘equal distance’ pairing was used, with seed s playing seed s+25−r (rather than 26−r−s+1) in round r if the wins all went to the higher seed. Thus, seed s1 plays s17, s9, . . . , s2 if all survive long enough. The higher seed is listed first in Table 1. This pairing also adheres to the Postponement Principle of keeping top seeds apart but stiffens the competition for the top quarter of the seeds and reduces the likelihood of protracting matches far into a tie-break – at least, in the early rounds. Seed s is of course not sentient here and therefore not in a position to wish it was seed s+1.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"1 1","pages":"321-325"},"PeriodicalIF":0.0,"publicationDate":"2021-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89530530","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The TCEC19 Computer Chess Superfinal: A perspective TCEC19计算机国际象棋超级决赛:一个视角
J. Int. Comput. Games Assoc. Pub Date : 2021-01-11 DOI: 10.3233/icg-200173
M. Sadler
{"title":"The TCEC19 Computer Chess Superfinal: A perspective","authors":"M. Sadler","doi":"10.3233/icg-200173","DOIUrl":"https://doi.org/10.3233/icg-200173","url":null,"abstract":"Season 19’s Premier Division was a gathering of the usual suspects but one participant was not quite what it seemed! STOCKFISH – mighty in Season 18 – had become STOCKFISH NNUE and there was great anticipation of what the added self-learning component to STOCKFISH’s evaluation would mean for STOCKFISH’s strength. In my own engine matches (on much weaker hardware and faster time controls) played from many types of positions, STOCKFISH NNUE had looked extremely impressive against ‘old-fashioned’ STOCKFISH CLASSICAL. Most surprising to me was that STOCKFISH NNUE defended even better than STOCKFISH CLASSICAL which is not a particular strength of self-learning systems. I just wondered whether at long time controls making STOCKFISH ‘think like an NN’ would blunt the destructive power that makes it so formidable. I also had high hopes for ALLIESTEIN which had performed so impressively in the end-of-season-18 bonus competitions.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"63 Suppl 1 1","pages":"306-320"},"PeriodicalIF":0.0,"publicationDate":"2021-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88068903","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Editorial: Many games, many authors 编辑:许多游戏,许多作者
J. Int. Comput. Games Assoc. Pub Date : 2021-01-11 DOI: 10.3233/ICG-200176
M. Winands
{"title":"Editorial: Many games, many authors","authors":"M. Winands","doi":"10.3233/ICG-200176","DOIUrl":"https://doi.org/10.3233/ICG-200176","url":null,"abstract":"The last issue of this roller-coaster year contains three scientific articles. The first one, Polygames: Im-proved zero learning , counts 24 authors, which is probably the highest number since the establishment of the journal. The article presents P OLYGAMES , an open-source framework that combines Monte Carlo Tree Search and Deep Learning. The framework is generic enough for implementing many games, being size-invariant, and comes with a games library included. P OLYGAMES won against strong players in the game of 19 × 19 Hex and 8 × 8 Havannah. Fewer authors has the second contri-bution, Analyzing a variant of Clobber: The game of San Jego , by Raphael Thiele and Ingo Althöfer. It introduces a new two-player perfect-information game, called San Jego. The authors establish an upper bound for the state-space complexity and approximate the game-tree complexity. For small board sizes, they calculate the optimal game-theoretic values and investigate the advantage of moving first. Games are fun but can also be used more seriously as the third contribution, A polyomino puzzle for arithmetic practice , by Jeremy Foxcroft and Daniel Ashlock, shows. The article proposes a family of puzzles that gamifies arithmetic skills. The puzzles are designed with an evolutionary algorithm forming an instance of automatic content generation. It a review , con-ference TCEC and","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"61 1","pages":"243"},"PeriodicalIF":0.0,"publicationDate":"2021-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76183704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Mad Monty Chess 疯狂的蒙蒂象棋
J. Int. Comput. Games Assoc. Pub Date : 2021-01-01 DOI: 10.3233/ICG-210181
M. Newborn
{"title":"Mad Monty Chess","authors":"M. Newborn","doi":"10.3233/ICG-210181","DOIUrl":"https://doi.org/10.3233/ICG-210181","url":null,"abstract":"","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"20 1","pages":"55-56"},"PeriodicalIF":0.0,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73236621","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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