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This book constitutes the thoroughly refereed post-conference proceedings of the 9th International Conference on Computers and Games, CG 2016, held in Leiden, The Netherlands,in conjunction with the 19th Computer Olympiad and the 22nd World Computer-Chess Championship. The 20 papers presented were carefully reviewed and selected of 30 submitted papers. The 20 papers cover a wide range of computer games and many different research topics in four main classes which determined the order of publication: Monte Carlo Tree Search (MCTS) and its enhancements (seven papers), concrete games (seven papers), theoretical aspects and complexity (five papers) and cognition model (one paper). The paper Using Partial Tablebases in Breakthrough by Andrew Isaac and Richard Lorentz received the Best Paper Award.
Game & Puzzle Design is a peer-reviewed research journal publishing high quality work on all aspects of game and puzzle design. The journal is published twice a year and is sponsored by the Queensland University of Technology (QUT). Black & white edition (with full colour cover).
This open access book reports on methods and technologies to describe, evaluate and control uncertainty in mechanical engineering applications. It brings together contributions by engineers, mathematicians and legal experts, offering a multidisciplinary perspective on the main issues affecting uncertainty throughout the complete system lifetime, which includes process and product planning, development, production and usage. The book is based on the proceedings of the 4th International Conference on Uncertainty in Mechanical Engineering (ICUME 2021), organized by the Collaborative Research Center (CRC) 805 of the TU Darmstadt, and held online on June 7–8, 2021. All in all, it offers a timely resource for researchers, graduate students and practitioners in the field of mechanical engineering, production engineering and engineering optimization.
This book constitutes the refereed proceedings of the International Conference on Computers and Games, CG 2022, held virtually, during November 22–24, 2022. The 15 full papers included in this book were carefully reviewed and selected from 23 submissions. They were organized in topical sections as follows: classic games, multi-player and multi-action games, solving games, measuring games, decision making in games and puzzles.
This book constitutes the thoroughly refereed post-conference proceedings of the 8th International Conference on Computers and Games, CG 2013, held in Yokohama, Japan, in August 2013, in conjunction with the 17th Computer and Games Tournament and the 20th World Computer-Chess Championship. The 21 papers presented were carefully reviewed and selected for inclusion in this book. They cover a wide range of topics which are grouped into five classes: Monte Carlo Tree Search and its enhancements; solving and searching; analysis of game characteristic; new approaches; and serious games.
This book gathers a selection of peer-reviewed papers presented at the International Conference on Operations Research (OR 2019), which was held at Technische Universität Dresden, Germany, on September 4-6, 2019, and was jointly organized by the German Operations Research Society (GOR) the Austrian Operations Research Society (ÖGOR), and the Swiss Operational Research Society (SOR/ASRO). More than 600 scientists, practitioners and students from mathematics, computer science, business/economics and related fields attended the conference and presented more than 400 papers in plenary presentations, parallel topic streams, as well as special award sessions. The respective papers discuss classi...
This book constitutes the refereed post-conference proceedings of the 16th International Conference on Advances in Computer Games, ACG 2019, held in Macao, China, in August 2019. The 12 full papers presented together with 2 invited papers were carefully reviewed and selected from 19 submissions. The selected papers are devoted to topics such as cooperation; single player games; mathematical approaches; nonogram: general and specific approaches; and deep learning.
This book gathers a selection of peer-reviewed papers presented at the International Conference on Operations Research (OR 2018), which was held at the Free University of Brussels, Belgium on September 12 - 14, 2018, and was jointly organized by the German Operations Research Society (GOR) and the Belgian Operational Research Society (ORBEL). 575 scientists, practitioners and students from mathematics, computer science, business/economics and related fields attended the conference and presented more than 400 papers in parallel topic streams, as well as special award sessions. The respective papers discuss classical mathematical optimization, statistics and simulation techniques. These are complemented by computer science methods, and by tools for processing data, designing and implementing information systems. The book also examines recent advances in information technology, which allow big data volumes to be processed and enable real-time predictive and prescriptive business analytics to drive decisions and actions. Lastly, it includes problems modeled and treated while taking into account uncertainty, risk management, behavioral issues, etc.
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.