E-Book Overview
The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu,Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton,Alberta,Canada),July25–27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Post’s Correspondence Problem).
E-Book Content
Lecture Notes in Computer Science Edited by G. Goos, J. Hartmanis, and J. van Leeuwen
2883
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Berlin Heidelberg New York Hong Kong London Milan Paris Tokyo
Jonathan Schaeffer Martin M¨uller Yngvi Bj¨ornsson (Eds.)
Computers and Games Third International Conference, CG 2002 Edmonton, Canada, July 25-27, 2002 Revised Papers
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Series Editors Gerhard Goos, Karlsruhe University, Germany Juris Hartmanis, Cornell University, NY, USA Jan van Leeuwen, Utrecht University, The Netherlands Volume Editors Jonathan Schaeffer Martin M¨uller Yngvi Bj¨ornsson University of Alberta Department of Computing Science Edmonton, Alberta, Canada T6G 2E8 E-mail: {jonathan;mmueller;yngvi}@cs.ualberta.ca
Cataloging-in-Publication Data applied for A catalog record for this book is available from the Library of Congress. Bibliographic information published by Die Deutsche Bibliothek Die Deutsche Bibliothek lists this publication in the Deutsche Nationalbibliografie; detailed bibliographic data is available in the Internet at .
CR Subject Classification (1998): G, I.2.1, I.2.6, I.2.8, F.2, E.1 ISSN 0302-9743 ISBN 3-540-20545-4 Springer-Verlag Berlin Heidelberg New York This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, re-use of illustrations, recitation, broadcasting, reproduction on microfilms or in any other way, and storage in data banks. Duplication of this publication or parts thereof is permitted only under the provisions of the German Copyright Law of September 9, 1965, in its current version, and permission for use must always be obtained from Springer-Verlag. Violations are liable for prosecution under the German Copyright Law. Springer-Verlag is a part of Springer Science+Business Media springeronline.com c Springer-Verlag Berlin Heidelberg 2003 Printed in Germany Typesetting: Camera-ready by author, data conversion by Olgun Computergrafik Printed on acid-free paper SPIN: 10968413 06/3142 543210
Preface
The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in artificial intelligence (AI) research that used games as the experimental test-bed. The first