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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 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.
The book describes the world's first successful experiment in fully automated board game design. Evolutionary methods were used to derive new rule sets within a custom game description language, and self-play trials used to estimate each derived game's potential to interest human players. The end result is a number of new and interesting games, one of which has proved popular and gone on to be commercially published.
Large-area high-resolution displays are essential for scientific visualization, entertainment, and defense applications. This book shows how to make such displays inexpensive, flexible, and commonplace by making them both perceptually and functionally seamless.
Connections are a part of many games - for instance tic-tac-toe and Go - but are these connection games? This book, a comprehensive study of the connection game genre, aims to impose some structure on this increasingly large family of games, and to define exactly what constitutes a connection game.
Hex Strategy is the first book to offer a comprehensive look at the game of Hex, from its history and mathematical underpinnings to discussions of advanced playing techniques
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