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J. Int. Comput. Games Assoc.最新文献

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The Connect6 tournament of the 2019 Computer Olympiad 2019年计算机奥林匹克竞赛的Connect6锦标赛
Pub Date : 2020-01-01 DOI: 10.3233/ICG-190132
Jung-Kuei Yang, Shi-Jim Yen
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引用次数: 0
Jump wins Chinese Checkers tournament 跳跃赢得中国跳棋锦标赛
Pub Date : 2020-01-01 DOI: 10.3233/icg-190131
Lu Chen, Shun-Shii Lin, Chih-Hung Chen
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引用次数: 1
The 17th Top Chess Engine Championship, TCEC17 第17届顶级国际象棋引擎锦标赛,TCEC17
Pub Date : 2020-01-01 DOI: 10.3233/icg-200152
G. Haworth, Nelson Hernandez
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引用次数: 1
TCEC Cup 6
Pub Date : 2020-01-01 DOI: 10.3233/icg-200159
G. Haworth, Nelson Hernandez
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引用次数: 1
Yahari wins Chinese dark chess tournament Yahari赢得中国黑暗国际象棋锦标赛
Pub Date : 2020-01-01 DOI: 10.3233/icg-190137
Jr-Chang Chen, Ting-Yu Lin, Gang-Yu Fan
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引用次数: 1
The 19th Top Chess Engine Championship, TCEC19 第19届顶级国际象棋引擎锦标赛,TCEC19
Pub Date : 2020-01-01 DOI: 10.3233/icg-200172
G. Haworth, Nelson Hernandez
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引用次数: 1
Fifty years of computer chess 五十年的电脑国际象棋
Pub Date : 2020-01-01 DOI: 10.3233/icg-200158
J. Schaeffer
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引用次数: 0
Report on the Digital Ludeme Project 数字Ludeme项目报告
Pub Date : 2019-11-07 DOI: 10.3233/icg-190118
Dennis J. N. J. Soemers, W. Crist, C. Browne
This report summarises the discussions and conclusions of a recent Dagstuhl research meeting, in which the foundations of the new research field of Digital Archæoludology were established. Starting with the ERC-funded Digital Ludeme Project, research in this field aims to use techniques from the field of Artificial Intelligence (AI), and other computational and data-driven techniques, to study traditional games. The primary goals include gaining improved insight into the ways games may have been played throughout history, and how they influenced and transferred between different civilisations. Additional expected contributions of the Digital Ludeme Project include advances in General Game Playing and related areas of research in AI.
本报告总结了最近Dagstuhl研究会议的讨论和结论,在该会议上建立了新的研究领域Digital Archæoludology的基础。从erc资助的Digital Ludeme项目开始,该领域的研究旨在使用人工智能(AI)领域的技术以及其他计算和数据驱动技术来研究传统游戏。主要目标包括深入了解游戏在历史上的玩法,以及它们是如何影响和在不同文明之间传播的。Digital Ludeme项目的其他预期贡献包括在通用游戏和人工智能相关研究领域的进步。
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引用次数: 1
Special Issue on Combinatorial Games 组合博弈特刊
Pub Date : 2019-11-07 DOI: 10.3233/icg-190119
J. Uiterwijk, R. Nowakowski
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引用次数: 0
The TCEC14 computer chess superfinal: A perspective TCEC14计算机国际象棋超级决赛:一个视角
Pub Date : 2019-11-07 DOI: 10.3233/icg-190116
M. Sadler
In a time when the pace of life is ever increasing and attention spans are ever decreasing, it seems strange that a chess match played between two machines at a long time control should prove so gripping, but the TCEC, LEELA CHESS ZERO and STOCKFISH managed it! The final score of 53.5-46.5, 14 wins to 7, was I think a fair reflection of the relative strength of both engines in a head-to-head contest: STOCKFISH seemed on the back foot more often than LEELA. Watching STOCKFISH hold the worse side of yet another 100-move draw with a long rear-guard action, I suddenly thought back to one of the key moments of the recent Carlsen-Caruana world championship match.
在一个生活节奏不断加快、注意力持续时间不断减少的时代,两台长时间控制的机器之间的国际象棋比赛竟然如此扣人心弦,这似乎很奇怪,但TCEC、LEELA chess ZERO和STOCKFISH做到了!最终的比分是53.5-46.5,14胜7负,我认为这是两个引擎在正面竞争中的相对实力的公平反映:STOCKFISH似乎比LEELA更经常处于劣势。看着斯托克菲什在又一场100步平局中以后防长动作占据劣势,我突然想起了最近卡尔森-卡鲁阿纳世界冠军赛的一个关键时刻。
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引用次数: 2
期刊
J. Int. Comput. Games Assoc.
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