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Computers and Games: 5th International Conference, CG 2006, Turin, Italy, May 29-31, 2006. Revised Papers

H. Jaap van den Herik ; Paolo Ciancarini ; H. H. L. M. (Jeroen) Donkers (eds.)

En conferencia: 5º International Conference on Computers and Games (CG) . Turin, Italy . May 29, 2006 - May 31, 2006

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

Popular Computer Science; Discrete Mathematics in Computer Science; Numeric Computing; Probability and Statistics in Computer Science; Artificial Intelligence (incl. Robotics); Algorithm Analysis and Problem Complexity

Disponibilidad
Institución detectada Año de publicación Navegá Descargá Solicitá
No detectada 2007 SpringerLink

Información

Tipo de recurso:

libros

ISBN impreso

978-3-540-75537-1

ISBN electrónico

978-3-540-75538-8

Editor responsable

Springer Nature

País de edición

Reino Unido

Fecha de publicación

Información sobre derechos de publicación

© Springer-Verlag Berlin Heidelberg 2007

Tabla de contenidos

Cheat-Proof Serverless Network Games

Shunsaku Kato; Shuichi Miyazaki; Yusuke Nishimura; Yasuo Okabe

We consider playing online games on peer-to-peer networks, without assuming servers that control the execution of a game. In such an environment, players may cheat the opponent by, for example, illegally replacing the cards in their hands. The aim of this paper is to examine a possibility of excluding such cheatings. We show that by employing cryptographic techniques, we can exclude some types of cheating at some level. Finally, based on our discussion, we implement the cheat-proof network “Gunjin-Shogi”, which is a variant of Japanese Chess.

Palabras clave: IEEE Computer Society; Game Model; Secret Sharing Scheme; Secret Information; Online Game.

Pp. 234-243

Monte-Carlo Methods in Pool Strategy Game Trees

Will Leckie; Michael Greenspan

An Eight Ball pool strategy algorithm with look-ahead is presented. The strategy uses a probabilistically evaluated game search tree to discover the best shot to attempt at each turn. Performance results of the strategy algorithm from a simulated tournament are presented. Players looking further ahead in the search tree performed better against their shallower-searching competitors, at the expense of larger execution time. The advantage of a deeper search tree was magnified for players with greater shooting precision.

Palabras clave: Noise Model; Table State; Game State; Game Tree; Human Player.

Pp. 244-255

Optimization of a Billiard Player – Tactical Play

Jean-Pierre Dussault; Jean-François Landry

In this paper we explore the tactical aspects needed for the creation of an intelligent computer-pool player. The research results in three modifications to our previous model. An optimization procedure computes the shot parameters and repositions the cue ball on a given target. Moreover, we take a look at possible heuristics to generate a sound selection of targets repositioning. We thus obtain a greedy but rather good billiard player.

Palabras clave: Minimum Speed; Ball Speed; Object Ball; Good Spot; Defensive Play.

Pp. 256-270

Gender and Cultural Differences (If Any!): South African School Children and Computer Games

Lizette de Wet; Theo McDonald

When studying computer games several factors come into play. The issue of gender inequality has been a topic of many research projects in the past. The issue of culture is still in its infancy. Previous research regarding game-playing and gender issues seem to indicate that boys play more computer games than girls, that boys prefer more violent, action-oriented games in comparison to girls and that girls would prefer to play games with a feminine appeal. Intuitively it can be assumed that different cultures play different existing games at different frequencies. In this study grade ten school children (ages sixteen to seventeen) from one city in South Africa were questioned in order to establish if the same results hold true. The results indicate that there are no major differences in game playing between genders and cultures for this group. The conclusion is reached that especially with regard to gender the situation changed quite a bit over the past few years in comparison to research results found in the literature.

Palabras clave: Computer Game; Gender Inequality; Teenage Girl; Home Language; Computer Game Playing.

Pp. 271-282