{"title":"CLAP_CDC wins Chinese dark chess tournament","authors":"Chu-Hsuan Hsueh, Jr-Chang Chen","doi":"10.3233/icg-230220","DOIUrl":"https://doi.org/10.3233/icg-230220","url":null,"abstract":"","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"368 1","pages":"114-118"},"PeriodicalIF":0.0,"publicationDate":"2023-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87620497","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}
{"title":"Monte_Alpha Wins the EinStein Würfelt Nicht Tournament","authors":"Chih-Hung Chen, Sin-Yi Chiu, Shun-Shii Lin, Jr-Chang Chen","doi":"10.3233/icg-230219","DOIUrl":"https://doi.org/10.3233/icg-230219","url":null,"abstract":"","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"71 1","pages":"111-113"},"PeriodicalIF":0.0,"publicationDate":"2023-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85810708","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}
In this paper, we present a real-time scoring algorithm for steel dartboards, by using five (configurable) low-cost cameras that are positioned parallel to the baseline (surface) of the dartboard. In order to achieve that, firstly the cameras are placed at suggested places. Then, their central focus is configured to look at the center of the dartboard. Subsequently, the dartboard is calibrated and thresholds are adjusted for each camera respectively. After this step, the software runs and processes in real-time, detecting the darts with high precision as they are thrown. The algorithm is a daemon process, requiring high processing power. We detect parts that require long processing times by profiling the algorithm. Using techniques of parallel-programming, important parts of the algorithm are adjusted to run in parallel, in order to achieve a real-time effect. In our experiments, our algorithm achieved a detection accuracy rate of 99.63%, by using five low-cost cameras having an 85 degree horizontal field of view (HFOV). Simultaneously, each throw is detected in less than 600 ms, giving the real-time effect to players. This algorithm is tested with a variety of professional steel dartboards, and dart arrows of different materials (tungsten, steel etc.). The obtained outcomes indicate the robustness of the proposed algorithm, producing promising results.
{"title":"Real-time optical dart detection and scoring algorithm for steel tip dartboards","authors":"Ervin Domazet","doi":"10.3233/icg-230214","DOIUrl":"https://doi.org/10.3233/icg-230214","url":null,"abstract":"In this paper, we present a real-time scoring algorithm for steel dartboards, by using five (configurable) low-cost cameras that are positioned parallel to the baseline (surface) of the dartboard. In order to achieve that, firstly the cameras are placed at suggested places. Then, their central focus is configured to look at the center of the dartboard. Subsequently, the dartboard is calibrated and thresholds are adjusted for each camera respectively. After this step, the software runs and processes in real-time, detecting the darts with high precision as they are thrown. The algorithm is a daemon process, requiring high processing power. We detect parts that require long processing times by profiling the algorithm. Using techniques of parallel-programming, important parts of the algorithm are adjusted to run in parallel, in order to achieve a real-time effect. In our experiments, our algorithm achieved a detection accuracy rate of 99.63%, by using five low-cost cameras having an 85 degree horizontal field of view (HFOV). Simultaneously, each throw is detected in less than 600 ms, giving the real-time effect to players. This algorithm is tested with a variety of professional steel dartboards, and dart arrows of different materials (tungsten, steel etc.). The obtained outcomes indicate the robustness of the proposed algorithm, producing promising results.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"24 1","pages":"72-90"},"PeriodicalIF":0.0,"publicationDate":"2023-01-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85324513","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}
The first contribution to this issue is Real-time Optical Dart Detection and Scoring Algorithm for Steel Tip Dartboards by Ervin Domazet. Automatic scoring for Darts has been addressed with many quite different techniques ranging from microphone triangulation to using the Hough transformation. After recalling the earlier work of Boldyrev
{"title":"Editorial: Darts, Connect Four and the 2022 Computer Olympiad","authors":"T. Cazenave","doi":"10.3233/icg-230213","DOIUrl":"https://doi.org/10.3233/icg-230213","url":null,"abstract":"The first contribution to this issue is Real-time Optical Dart Detection and Scoring Algorithm for Steel Tip Dartboards by Ervin Domazet. Automatic scoring for Darts has been addressed with many quite different techniques ranging from microphone triangulation to using the Hough transformation. After recalling the earlier work of Boldyrev","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"17 1","pages":"71"},"PeriodicalIF":0.0,"publicationDate":"2023-01-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88662337","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}
C. Browne, Éric Piette, W. Crist, Matthew Stephenson, Dennis J. N. J. Soemers
The 2 nd Digital Ludeme Project (DLP) Workshop, on the topic of Game AI Applications for Historical Games Research , was held at Maastricht University’s Department of Data Science and Knowledge Engineering (DKE) over 11–14 April 2022. The aims of this workshop were twofold:
{"title":"Report on the 2nd Digital Ludeme Project Workshop","authors":"C. Browne, Éric Piette, W. Crist, Matthew Stephenson, Dennis J. N. J. Soemers","doi":"10.3233/icg-220211","DOIUrl":"https://doi.org/10.3233/icg-220211","url":null,"abstract":"The 2 nd Digital Ludeme Project (DLP) Workshop, on the topic of Game AI Applications for Historical Games Research , was held at Maastricht University’s Department of Data Science and Knowledge Engineering (DKE) over 11–14 April 2022. The aims of this workshop were twofold:","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"1 1","pages":"56-66"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79567381","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}
My efforts to document the 1970 computer chess tournament – the first such event in our 52-year history of game competitions (Schaeffer, 2020) – kindled an interest in connecting with the pioneers of computer chess. We all concentrate on the recent developments in our field and the researchers who are making progress. With the passage of time perhaps we do not fully appreciate the contributions of our predecessors.
{"title":"(Game-)tree searcher search","authors":"J. Schaeffer","doi":"10.3233/icg-220212","DOIUrl":"https://doi.org/10.3233/icg-220212","url":null,"abstract":"My efforts to document the 1970 computer chess tournament – the first such event in our 52-year history of game competitions (Schaeffer, 2020) – kindled an interest in connecting with the pioneers of computer chess. We all concentrate on the recent developments in our field and the researchers who are making progress. With the passage of time perhaps we do not fully appreciate the contributions of our predecessors.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"14 1","pages":"67-69"},"PeriodicalIF":0.0,"publicationDate":"2022-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76075033","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}
Combinatorial game theory provides results for the class of two-player, deterministic games with perfect information. With the aim of generalizing this theory to the class of non-perfect information games in mind, we introduce and analyze three variants of the game of Nim. In these variants, the opponent only receives partial information on the move executed by the opponent. We model the variants as games in extensive form and compute Nash equilibria for different starting configurations. For one variant, this provides a full characterization of the game. For the other variants, we prove some partial and structural results, but a full characterization remains elusive.
{"title":"Nim variants","authors":"M. V. D. Bergh, W. Kosters, F. Spieksma","doi":"10.3233/icg-220206","DOIUrl":"https://doi.org/10.3233/icg-220206","url":null,"abstract":"Combinatorial game theory provides results for the class of two-player, deterministic games with perfect information. With the aim of generalizing this theory to the class of non-perfect information games in mind, we introduce and analyze three variants of the game of Nim. In these variants, the opponent only receives partial information on the move executed by the opponent. We model the variants as games in extensive form and compute Nash equilibria for different starting configurations. For one variant, this provides a full characterization of the game. For the other variants, we prove some partial and structural results, but a full characterization remains elusive.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"192 1","pages":"2-17"},"PeriodicalIF":0.0,"publicationDate":"2022-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79724008","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}
The 17 th Advances in Computer Games conference (ACG 2021) was held online in 2021 for the first time in its 47 year history, due to the COVID pandemic and resulting travel restrictions. The conference took place during 23–25 November 2021. The Advances in Computer Games conference series is a major international forum for researchers and developers interested in all aspects of artificial intelligence and computer game playing. Earlier conferences took place in London (1975), Edinburgh (1978), London (1981, 1984), Noordwijker-hout (1987), London (1990), Maastricht (1993, 1996), Paderborn (1999), Graz (2003), Taipei (2005), Pamplona (2009), Tilburg (2011), Leiden (2015, 2017) and Macao (2019). For the past 20 years, the conference has been held every second year, alternating with the Computer and Games conference. A total of 34 papers were submitted to this conference. One was later withdrawn and the remaining 33 papers were each reviewed by three reviewers. A total of 22 papers were accepted for presentation at the conference. All accepted papers will appear in the conference proceedings, to be published by Springer in their Lecture Notes in Computer Science (LNCS) series. The online nature of this year’s conference offered some benefits in that conference registration could be made free for the first time, resulting in a record participation for this event with 399 registered participants. The attendance figures for the sessions peaked at around 100 viewees at any given time. Another benefit is that all talks were recorded and are available online. We would like to thank Dr Nicolás Arnáez from the University of Alberta’s AI4Society initiative for setting up the conference’s Zoom stream – which ran without incident throughout – and for preparing the presentation videos. running the conference online to devise a schedule
{"title":"ACG 2021 conference report","authors":"C. Browne, Akihiro Kishimoto, J. Schaeffer","doi":"10.3233/icg-220208","DOIUrl":"https://doi.org/10.3233/icg-220208","url":null,"abstract":"The 17 th Advances in Computer Games conference (ACG 2021) was held online in 2021 for the first time in its 47 year history, due to the COVID pandemic and resulting travel restrictions. The conference took place during 23–25 November 2021. The Advances in Computer Games conference series is a major international forum for researchers and developers interested in all aspects of artificial intelligence and computer game playing. Earlier conferences took place in London (1975), Edinburgh (1978), London (1981, 1984), Noordwijker-hout (1987), London (1990), Maastricht (1993, 1996), Paderborn (1999), Graz (2003), Taipei (2005), Pamplona (2009), Tilburg (2011), Leiden (2015, 2017) and Macao (2019). For the past 20 years, the conference has been held every second year, alternating with the Computer and Games conference. A total of 34 papers were submitted to this conference. One was later withdrawn and the remaining 33 papers were each reviewed by three reviewers. A total of 22 papers were accepted for presentation at the conference. All accepted papers will appear in the conference proceedings, to be published by Springer in their Lecture Notes in Computer Science (LNCS) series. The online nature of this year’s conference offered some benefits in that conference registration could be made free for the first time, resulting in a record participation for this event with 399 registered participants. The attendance figures for the sessions peaked at around 100 viewees at any given time. Another benefit is that all talks were recorded and are available online. We would like to thank Dr Nicolás Arnáez from the University of Alberta’s AI4Society initiative for setting up the conference’s Zoom stream – which ran without incident throughout – and for preparing the presentation videos. running the conference online to devise a schedule","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"10 1","pages":"39-42"},"PeriodicalIF":0.0,"publicationDate":"2022-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80720564","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}
The 24th Computer Olympiad was held online during August/September 2021. With 60 participants competing in 22 events, the event was a success. This raises the question as to whether the ICGA and its members are best served by having future Olympiads online or returning to the in-person format.
{"title":"The 2021 Computer Olympiad","authors":"H. Iida, J. Schaeffer, I. Wu","doi":"10.3233/icg-220203","DOIUrl":"https://doi.org/10.3233/icg-220203","url":null,"abstract":"The 24th Computer Olympiad was held online during August/September 2021. With 60 participants competing in 22 events, the event was a success. This raises the question as to whether the ICGA and its members are best served by having future Olympiads online or returning to the in-person format.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"205 1","pages":"226-235"},"PeriodicalIF":0.0,"publicationDate":"2022-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77033404","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}