By Guillaume Chaslot, Christophe Fiter, Jean-Baptiste Hoock (auth.), H. Jaap van den Herik, Pieter Spronck (eds.)
This quantity constitutes the completely refereed post-conference complaints of the 12th Advances in machine video games convention, ACG 2009, held in Pamplona, Spain, in might 2009. The 20 revised complete papers offered have been rigorously reviewed and chosen from forty-one submissions for inclusion within the booklet. the subjects addressed include Monte-Carlo tree seek, Bayesian modeling, selective seek, brute strength, clash solution, fixing video games, optimization, idea discovery, incongruity idea, and information insurance.
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Extra info for Advances in Computer Games: 12th International Conference, ACG 2009, Pamplona Spain, May 11-13, 2009. Revised Papers
CG 2006. LNCS, vol. 4630, pp. 72–83. Springer, Heidelberg (2007) 2. : A Contribution to Reinforcement Learning; Application to Computer-Go. PhD thesis, Universit´e Paris-Sud (2007) 3. : A parallel Monte-Carlo tree search algorithm. , Winands, M. ) CG 2008. LNCS, vol. 5131, pp. 72–80. Springer, Heidelberg (2008) 4. : On the parallelization of UCT. In: Computer Games Workshop, Amsterdam, pp. 93–101 (2007) 5. : Parallel Monte-Carlo tree search. M. ) CG 2008. LNCS, vol. 5131, pp. 60–71. Springer, Heidelberg (2008) 6.
Thomas’ JSettlers, which is an open-source Java version of the game, also having AI players. The latter is the basis of many Settlers of Catan game servers on the Internet. The JSettlers architecture is described in detail by Thomas . Pfeiﬀer  also used the JSettlers environment to implement a learning agent. His agent uses hand-coded high-level heuristics with low-level model trees constructed by reinforcement learning. Monte-Carlo Tree Search in Settlers of Catan 3 25 Implementation We implemented the Settlers of Catan game in a Java software module named SmartSettlers.
5 4 × MC-LOA vs. 52 Conclusion and Future Research In this paper we investigated how to use a positional evaluation function to enhance a simulation-based LOA program. Four diﬀerent simulation strategies were designed, called Evaluation-Cut Oﬀ, Corrective, Greedy, and Mixed. Our experimental results showed that the Mixed strategy of playing greedily in the play-out phase, but exploring more in the earlier selection phase, although in a way such that it avoids moves that immediately deteriorate the position, works the best.
Advances in Computer Games: 12th International Conference, ACG 2009, Pamplona Spain, May 11-13, 2009. Revised Papers by Guillaume Chaslot, Christophe Fiter, Jean-Baptiste Hoock (auth.), H. Jaap van den Herik, Pieter Spronck (eds.)