Machines That Learn To Play Games

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Machines that Learn to Play Games

The mind-set that has dominated the history of computer game playing relies on straightforward exploitation of the available computing power. The fact that a machine can explore millions of variations sooner than the sluggish human can wink an eye has inspired hopes that the mystery of intelligence can be cracked, or at least side-stepped, by sheer force. Decades of the steadily growing strength of computer programs have attested to the soundness of this approach. It is clear that deeper understanding can cut the amount of necessary calculations by orders of magnitude. The papers collected in this volume describe how to instill learning skills in game playing machines. The reader is asked to keep in mind that this is not just about games -- the possibility that the discussed techniques will be used in control systems and in decision support always looms in the background.
Computers and Games

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.
Machine Learning: ECML 2002

This book constitutes the refereed preceedings of the 13th European Conference on Machine Learning, ECML 2002, held in Helsinki, Finland in August 2002. The 41 revised full papers presented together with 4 invited contributions were carefully reviewed and selected from numerous submissions. Among the topics covered are computational discovery, search strategies, Classification, support vector machines, kernel methods, rule induction, linear learning, decision tree learning, boosting, collaborative learning, statistical learning, clustering, instance-based learning, reinforcement learning, multiagent learning, multirelational learning, Markov decision processes, active learning, etc.