From mpf@medg.lcs.mit.edu Tue Nov 16 19:47:51 1993 Status: RO X-VM-v5-Data: ([nil nil nil nil nil nil nil nil nil] ["1075" "Tue" "16" "November" "1993" "19:50:41" "EST" "Michael P. Frank" "mpf@medg.lcs.mit.edu" nil "26" "New mailing list for the Computer Game-Playing community" "^From:" nil nil "11" nil nil (number " " mark " Michael P. Frank Nov 16 26/1075 " thread-indent "\"New mailing list for the Computer Game-Playing community\"\n") nil] nil) Return-Path: Received: from luke (LUKE.LCS.MIT.EDU) by MEDG.lcs.mit.edu (4.1/TOC-1.2S) id AA29852; Tue, 16 Nov 93 19:47:51 EST Received: by luke (4.1/TOC-1.1C) id AA22738; Tue, 16 Nov 93 19:50:41 EST Message-Id: <9311170050.AA22738@luke> From: mpf@medg.lcs.mit.edu (Michael P. Frank) To: games Subject: New mailing list for the Computer Game-Playing community Date: Tue, 16 Nov 93 19:50:41 EST X-VM-Labels: nil X-VM-Summary-Format: "%n %*%a %-17.17F %-3.3m %2d %4l/%-5c %I\"%s\"\n" X-VM-VHeader: ("Resent-" "From:" "Sender:" "To:" "Apparently-To:" "Cc:" "Subject:" "Date:") "^\\(Sender:\\|References:\\|Return-Path:\\|Received:\\|[^:\n \n]*Message-ID:\\|Errors-To:\\|Path:\\|Expires:\\|Xref:\\|Lines:\\|Approved:\\|Distribution:\\|Content-Length:\\|Mime-Version:\\|Content-Type:\\|Content-Transfer-Encoding:\\|X400-Received:\\|X400-Originator:\\|X400-Mts-Identifier:\\|X400-Content-Type:\\|Content-Identifier:\\|Status:\\|Summary-Line:\\|X-Attribution:\\|Via:\\|Sent-Via:\\|Mail-From:\\|Origin:\\|Comments:\\|Originator:\\|NF-ID:\\|NF-From:\\|Posting-Version:\\|Posted:\\|Posted-Date:\\|Date-Received:\\|Relay-Version:\\|Article-I\\.D\\.:\\|NNTP-Version:\\|NNTP-Posting-Host:\\|X-Mailer:\\|X-Newsreader:\\|News-Software:\\|X-Received:\\|X-References:\\|Remailed-\\|X-VM-v5-Data:\\|X-Sender:\\)" X-VM-Bookmark: 1 This is to announce a new electronic mailing list for the Computer Game-Playing community, which Susan Epstein has put together from the list of participants in the recent symposium. The internet address of the mailing list, which you may feel free to begin using, is: games@medg.lcs.mit.edu If you wish to make changes to the list, send electronic mail to me at games-request@medg.lcs.mit.edu, or edit the anonymous FTP file /ftp@medg.lcs.mit.edu:/pub/games/games.mailing-list (using GNU Emacs version 19, for example). Some may recall that I volunteered to provide an FTP site for use by the community; this will be in /medg.lcs.mit.edu:/pub/games. It will be open for business shortly; if you have something you would like to include, please let me know. Thanks, Mike , , __ mpf@medg.lcs.mit.edu /|/| . _ |_ _ _ | |_ _ _ ,_ |, Clinical Decision-Making Group / | | | (_ | | (_| (-' | | | (_| | | |\ MIT Lab for Computer Science 545 Technology Sq. rm. 421, Cambridge, MA 02139. (617) 253-2351 (fax 3-5060) From levinson@cse.ucsc.edu Thu Dec 9 13:58:43 1993 Status: RO X-VM-v5-Data: ([nil nil nil nil nil nil nil nil nil] ["366" "Thu" " 9" "December" "1993" "11:00:46" "-0800" "Bob Levinson" "levinson@cse.ucsc.edu" nil "15" "Publication of Papers." nil nil nil "12" nil nil (number " " mark " Bob Levinson Dec 9 15/366 " thread-indent "\"Publication of Papers.\"\n") nil] nil) Return-Path: From: Bob Levinson To: games@medg.lcs.mit.edu Subject: Publication of Papers. Date: Thu, 9 Dec 1993 11:00:46 -0800 Dear Gamers: This is to inform you that it is quite likely that there will be a Special Issue of Computational Intelligence on the topic of Games: Planning and Learning deriving >from our Symposium. Official details, a call for papers and reviewers will follow soon. Let me know how your games activities are coming along. Best Wishes, Bob From pell@mullin.arc.nasa.gov Wed Dec 22 17:56:04 1993 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["923" "Wed" "22" "December" "1993" "14:59:51" "PST" "Barney Pell" "pell@mullin.arc.nasa.gov" nil "33" "[patelbv@festus.ksu.ksu.edu: AI game playing ...]" nil nil nil "12" nil nil (number " " mark "U Barney Pell Dec 22 33/923 " thread-indent "\"[patelbv@festus.ksu.ksu.edu: AI game playing ...]\"\n") nil] nil) Return-Path: Received: from mullin.arc.nasa.gov by medg (4.1/TOC-1.2S) id AA03293; Wed, 22 Dec 93 17:56:04 EST Received: by mullin.arc.nasa.gov (4.1/SMI-4.1) id AA19194; Wed, 22 Dec 93 14:59:51 PST Message-Id: <9312222259.AA19194@mullin.arc.nasa.gov> Reply-To: pell@ptolemy-ethernet.arc.nasa.gov From: pell@mullin.arc.nasa.gov (Barney Pell) To: games@medg.lcs.mit.edu Cc: patelbv@festus.ksu.ksu.edu Subject: [patelbv@festus.ksu.ksu.edu: AI game playing ...] Date: Wed, 22 Dec 93 14:59:51 PST This person asked me for help, but nothing springs readily to mind -- I could only think of programs implemented in C or prolog. If anyone has suggestions, please mail them to him. --- Barney ------------------------------------------------------------------- From: patelbv@festus.ksu.ksu.edu (Patel Basavanagoud) Subject: AI game playing ... To: pell@ptolemy.arc.nasa.gov Date: Tue, 14 Dec 1993 22:23:42 -0600 (CST) X-Mailer: ELM [version 2.4 PL17] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 354 Hi, i got your email address from the ftp site containing metagame software. Can you suggest any ftp sites which have Game playing programs (like checkers, tic-tac-toe etc) implemented in LISP or Scheme ? or do you know of any AI textbook which has these programs and whose code is available via anonymous ftp ? Thank you, Patel Basavanagoud V. From pell@mullin.arc.nasa.gov Wed Dec 22 20:37:59 1993 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["4745" "Wed" "22" "December" "1993" "17:41:58" "PST" "Barney Pell" "pell@mullin.arc.nasa.gov" nil "110" "games references request " nil nil nil "12" nil nil (number " " mark "U Barney Pell Dec 22 110/4745 " thread-indent "\"games references request \"\n") nil] nil) Return-Path: Received: from mullin.arc.nasa.gov by medg (4.1/TOC-1.2S) id AA03546; Wed, 22 Dec 93 20:37:59 EST Received: by mullin.arc.nasa.gov (4.1/SMI-4.1) id AA19220; Wed, 22 Dec 93 17:41:58 PST Message-Id: <9312230141.AA19220@mullin.arc.nasa.gov> Reply-To: pell@ptolemy-ethernet.arc.nasa.gov From: pell@mullin.arc.nasa.gov (Barney Pell) To: games@medg.lcs.mit.edu Subject: games references request Date: Wed, 22 Dec 93 17:41:58 PST >From neuron-request@cattell.psych.upenn.edu Fri Dec 10 07:48:28 1993 From: Jacob Sparre Andersen Subject: Reference list Date: Thu, 18 Nov 93 16:13:05 +0700 We're writing a paper on learning strategic games with neural nets and other optimization methods. We've collected some references, but we hope that we can get some help improving our reference list. Regards, Jacob Sparre Andersen and Peer Sommerlund Here's our list of references (some not complete): Justin A. Boyan (1992): "Modular Neural Networks for Learning Context-Dependent Game Strategies", Department of Engineering and Computer Laboratory, University of Cambridge, 1992, Cambridge, England Bernd Bruegmann (1993): "Monte Carlo Go", unpublished? Herbert Enderton (1989?): "The Golem Go Program" B. Freisleben (1992): "Teaching a Neural Network to Play GO-MOKU," Artificial Neural Networks 2, proceedings of ICANN '92, editors: I. Aleksander and J. Taylor, pp. 1659-1662, Elsevier Science Publishers, 1992 W.T.Katz and S.P.Pham (1991): "Experience-Based Learning Experiments using Go-moku", Proc. of the 1991 IEEE International Conference on Systems, Man, and Cybernetics, 2: 1405-1410, October 1991. M. Kohle & F. Schonbauer (19??): "Experience gained with a neural network that learns to play bridge", Proc. of the 5th Austrian Artificial Intelligence meeting, pp. 224-229. Kai-Fu Lee and Sanjoy Mahajan (1988): "A Pattern Classification Approach to Evaluation Function Learning", Artificial Intelligence, 1988, vol 36, pp. 1-25. Barney Pell (1992?): "" Pell has done some work in machine learning for GO. Article available by ftp. A.L. Samuel (1959): "Some studies in machine learning using the game of checkers", IBM journal of Research and Development, vol 3, nr. 3, pp. 210-229, 1959. A.L. Samuel (1967): "Some studies in machine learning using the game of checkers 2 - recent progress", IBM journal of Research and Development, vol 11, nr. 6, pp. 601-616, 1967. David Stoutamire (19??): has written a thesis on machine learning applied to Go. G. Tesauro (1989): "Connectionist learning of expert preferences by comparison training", Advances in NIPS 1, 99-106 1989 G. Tesauro & T.J. Sejnowski (1989): "A Parallel Network that learns to play Backgammon", Artificial Intelligence, vol 39, pp. 357-390, 1989. G. Tesauro & T.J. Sejnowski (1990): "Neurogammon: A Neural Network Backgammon Program", IJCNN Proceedings, vol 3, pp. 33-39, 1990. In Machine Learning is this article, in which he comments on temporal difference learning (i.e. training a net from scratch by playing a copy of itself). The program he develops is called "TD-gammon": G. Tesauro (1991): "Practical Issues in Temporal Difference Learning", IBM Research Report RC17223(#76307 submitted) 9/30/91; see also the special issue on Reinforcement Learning of the Machine Learning Journal 1992, where it also appears. He Yo, Zhen Xianjun, Ye Yizheng, Li Zhongrong (1990): "Knowledge acquisition and reasoning based on neural networks - the research of a bridge bidding system", INNC '90, Paris, vol 1, pp. 416-423. The annual computer olympiad involves tournaments in a variety of games. These publications contain a wealth of interesting articles: Heuristic Programming in Artificial Intelligence - the first computer olympiad D.N.L. Levy & D.F. Beal eds. Ellis Horwood ltd, 1989. Heuristic Programming in Artificial Intelligence 2 - the second computer olympiad D.N.L. Levy & D.F. Beal eds. Ellis Horwood, 1991. Heuristic Programming in Artificial Intelligence 3 - the third computer olympiad H.J. van den Herik & L.V. Allis eds. Ellis Horwood, 1992. -------------------------------------------------------------------------- Jacob Sparre Andersen, Niels Bohr Institute, University of Copenhagen. E-mail: sparre@connect.nbi.dk - Fax: (+45) 35 32 04 60 -------------------------------------------------------------------------- Peer Sommerlund, Department of Computer science, University of Copenhagen. E-mail: peso@connect.nbi.dk -------------------------------------------------------------------------- We're writing a paper on learning strategic games with neural nets and other optimization methods. -------------------------------------------------------------------------- From pell@golem.arc.nasa.gov Wed Jan 5 19:39:31 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["2920" "Wed" " 5" "January" "1994" "16:43:46" "PST" "Barney Pell" "pell@golem.arc.nasa.gov" nil "69" "My Thesis available at last!" nil nil nil "1" nil nil (number " " mark "U Barney Pell Jan 5 69/2920 " thread-indent "\"My Thesis available at last!\"\n") nil] nil) Return-Path: Received: from golem.arc.nasa.gov by medg (4.1/TOC-1.2S) id AA04541; Wed, 5 Jan 94 19:39:31 EST Received: by golem.arc.nasa.gov (4.1/SMI-4.1) id AA27333; Wed, 5 Jan 94 16:43:46 PST Message-Id: <9401060043.AA27333@golem.arc.nasa.gov> Reply-To: pell@ptolemy-ethernet.arc.nasa.gov From: pell@golem.arc.nasa.gov (Barney Pell) To: games@medg.lcs.mit.edu Subject: My Thesis available at last! Date: Wed, 5 Jan 94 16:43:46 PST My PhD thesis is now available. The thesis can be obtained in a number of ways: 1. Request the official tech report from the University of Cambridge Computer Laboratory, by emailing: tech-reports@cl.cam.ac.uk 2. Retrieve a postscript version by ftp, from: ftp.cl.cam.ac.uk:users/bdp/thesis.ps.Z 3. A version has been printed at NASA Ames, and limited numbers of these are available from the author (pell@ptolemy.arc.nasa.gov). Non-US readers are recommended to try receiving the Cambridge version first. Cheers, Barney ============================================================================== Strategy Generation and Evaluation for Meta-Game Playing Barney Darryl Pell PhD Thesis, University Of Cambridge August, 1993 Abstract: Meta-Game Playing (METAGAME) is a new paradigm for research in game-playing in which we design programs to take in the rules of unknown games and play those games without human assistance. Strong performance in this new paradigm is evidence that the program, instead of its human designer, has performed the analysis of each specific game. SCL-METAGAME is a concrete METAGAME research problem based around the class of symmetric chess-like games. The class includes the games of chess, checkers, noughts and crosses, Chinese-chess, and Shogi. An implemented game generator produces new games in this class, some of which are objects of interest in their own right. METAGAMER is a program that plays SCL-METAGAME. The program takes as input the {\em rules} of a specific game and analyses those rules to construct for that game an efficient representation and an evaluation function, both for use with a generic search engine. The strategic analysis performed by the program relates a set of general knowledge sources to the details of the particular game. Among other properties, this analysis determines the relative value of the different pieces in a given game. Although METAGAMER does not learn from experience, the values resulting from its analysis are qualitatively similar to values used by experts on known games, and are sufficient to produce competitive performance the first time the program actually plays each game it is given. This appears to be the first program to have derived useful piece values directly from analysis of the rules of different games. Experiments show that the knowledge implemented in METAGAMER is useful on games unknown to its programmer in advance of the competition and make it seem likely that future programs which incorporate learning and more sophisticated active-analysis techniques will have a demonstrable competitive advantage on this new problem. When playing the known games of chess and checkers against humans and specialised programs, METAGAMER has derived from more general principles some strategies which are familiar to players of those games and which are hard-wired in many game-specific programs. From gherrity@io.nosc.mil Thu Jan 13 21:01:21 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["1706" "Thu" "13" "January" "1994" "18:07:07" "PST" "Mike Gherrity" "gherrity@io.nosc.mil" nil "40" "Thesis available" nil nil nil "1" nil nil (number " " mark "U Mike Gherrity Jan 13 40/1706 " thread-indent "\"Thesis available\"\n") nil] nil) Return-Path: Received: from io.nosc.mil by medg (4.1/TOC-1.2S) id AA23764; Thu, 13 Jan 94 21:01:21 EST Received: from localhost (gherrity@localhost) by io.nosc.mil (8.6.4/8.6.4) id SAA02349; Thu, 13 Jan 1994 18:07:08 -0800 Message-Id: <199401140207.SAA02349@io.nosc.mil> X-Mailer: ELM [version 2.3 PL11] From: Mike Gherrity To: games@medg.lcs.mit.edu Cc: gherrity@io.nosc.mil (Mike Gherrity) Subject: Thesis available Date: Thu, 13 Jan 94 18:07:07 PST A postscript copy of my PhD thesis is available by ftp on io.nosc.mil in file pub/gherrity/gherrity.thesis.ps.Z It prints on 110 pages. The abstract is given below. Mike Gherrity e-mail: gherrity@nosc.mil ----------------------------------------------------------------------------- A Game-Learning Machine ABSTRACT This disertation describes a program which learns good strategies for two-person, deterministic, zero-sum board games of perfect information. The program learns by simply playing the game against either a human or computer opponent. The results of the program's learning the games of tic-tac-toe, connect-four, and chess are reported. The program consists of a game-independent kernel and a game-specific move generator module. Only the move generator is modified to reflect the rules of the game to be played. The kernel remains unchanged for different games. The kernal uses a temporal difference procedure combined with a backpropagation neural network to learn good evaluation functions for the game being played. Central to the performance of the program is the consistency search procedure. This is a game-independent generalization of the capture tree search used in most successful chess playing programs. It is based on the idea of using search to correct errors in evaluations of positions. This procedure is described, analyzed, tested, and implemented in the game-learning program. Both the test results and the performance of the program confirm the results of the analysis which indicate that consistency search improves game playing performance for sufficiently accurate evaluation functions. From pell@golem.arc.nasa.gov Thu Jan 20 15:02:35 1994 Status: RO X-VM-v5-Data: ([nil nil nil nil nil nil nil nil nil] ["1893" "Thu" "20" "January" "1994" "12:00:54" "PST" "Barney Pell" "pell@golem.arc.nasa.gov" nil "47" "Go Paper available over net" nil nil nil "1" nil nil (number " " mark " Barney Pell Jan 20 47/1893 " thread-indent "\"Go Paper available over net\"\n") nil] nil) Return-Path: Received: from golem.arc.nasa.gov by medg (4.1/TOC-1.2S) id AA03947; Thu, 20 Jan 94 15:02:35 EST Received: by golem.arc.nasa.gov (4.1/SMI-4.1) id AA09309; Thu, 20 Jan 94 12:00:54 PST Message-Id: <9401202000.AA09309@golem.arc.nasa.gov> Reply-To: pell@ptolemy-ethernet.arc.nasa.gov From: pell@golem.arc.nasa.gov (Barney Pell) To: games@medg.lcs.mit.edu Subject: Go Paper available over net Date: Thu, 20 Jan 94 12:00:54 PST 18-Jan-94 10:52:03-PST,2530;000000000000 Return-Path: Date: Mon, 17 Jan 94 20:53:20 PST From: Nici Schraudolph Message-Id: <9401180453.AA15851@salk.edu> To: connectionists@cs.cmu.edu Subject: NIPS preprint available Temporal Difference Learning of Position Evaluation in the Game of Go --------------------------------------------------------------------- Nicol N. Schraudolph Peter Dayan Terrence J. Sejnowski Computational Neurobiology Laboratory The Salk Institute for Biological Studies San Diego, CA 92186-5800 Abstract: The game of Go has a high branching factor that defeats the tree search approach used in computer chess, and long-range spatiotemporal inter- actions that make position evaluation extremely difficult. Development of conventional Go programs is hampered by their knowledge-intensive nature. We demonstrate a viable alternative by training networks to evaluate Go positions via temporal difference (TD) learning. Our approach is based on network architectures that reflect the spatial organization of both input and reinforcement signals on the Go board, and training protocols that provide exposure to competent (though un- labelled) play. These techniques yield far better performance than undifferentiated networks trained by self-play alone. A network with less than 500 weights learned within 3,000 games of 9x9 Go a position evaluation function that enables a primitive one-ply search to defeat a commercial Go program at a low playing level. -------- A preprint of the above paper is available by anonymous ftp from salk.edu (192.31.153.101), file pub/schraudo/nips93.ps.Z. (If you do not have ftp access to the Internet, send the message "help" to ftpmail@decwrl.dec.com for information on ftp-by-email service.) From pell@golem.arc.nasa.gov Tue Jan 25 18:30:15 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["1947" "Tue" "25" "January" "1994" "15:28:48" "PST" "Barney Pell" "pell@golem.arc.nasa.gov" nil "46" "new metagame paper available by ftp" nil nil nil "1" nil nil (number " " mark "U Barney Pell Jan 25 46/1947 " thread-indent "\"new metagame paper available by ftp\"\n") nil] nil) Return-Path: Received: from golem.arc.nasa.gov by medg (4.1/TOC-1.2S) id AA04337; Tue, 25 Jan 94 18:30:15 EST Received: by golem.arc.nasa.gov (4.1/SMI-4.1) id AA28799; Tue, 25 Jan 94 15:28:48 PST Date: Tue, 25 Jan 94 15:28:48 PST From: pell@golem.arc.nasa.gov (Barney Pell) Message-Id: <9401252328.AA28799@golem.arc.nasa.gov> To: games@medg.lcs.mit.edu Subject: new metagame paper available by ftp Reply-To: pell@ptolemy-ethernet.arc.nasa.gov I have placed a copy of a paper I submitted to AAAI-94 on my ftp directory, as ftp.cl.cam.ac.uk:/users/bdp/ai94-draft.ps.Z Although it was based on my paper at the Fall Symposium on Games, it is quite different from that paper and discusses some newer results. ps. Am I the only one using this list??? --- Barney The abstract follows: title: A Strategic Metagame-Player for General Chess-Like Games author: Barney Pell address: Mailstop 269-2, NASA Ames Research Center, Moffett Field, CA 94035-1000 abstract: This paper introduces METAGAMER, the first program designed within the paradigm of Meta-Game Playing (Metagame). This program plays Metagame in the class of symmetric chess-like games, which includes chess, Chinese-chess, checkers, draughts, and Shogi. METAGAMER takes as input the rules of a specific game and analyses those rules to construct for that game an efficient representation and an evaluation function, for use by a generic search engine. The strategic analysis performed by METAGAMER relates a set of general knowledge sources to the details of the particular game. Among other properties, this analysis determines the relative value of the different pieces in a given game. Although METAGAMER does not learn from experience, the values resulting from its analysis are qualitatively similar to values used by experts on known games, and are sufficient to produce competitive performance the first time METAGAMER actually plays each new game. Besides being the first Metagame-playing program, this is the first program to have derived useful piece values directly from analysis of the rules of different games. This paper describes the knowledge implemented in METAGAMER, illustrates the piece values METAGAMER derives for chess and checkers, and discusses experiments with METAGAMER on both existing and newly generated games. content areas: game-playing, machine learning, knowledge-representation From pell@golem.arc.nasa.gov Tue Feb 1 14:20:52 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["5019" "Tue" "1" "February" "1994" "11:20:36" "PST" "Barney Pell" "pell@golem.arc.nasa.gov" nil "115" "Mathematical GO Book" nil nil nil "2" nil nil (number " " mark "U Barney Pell Feb 1 115/5019 " thread-indent "\"Mathematical GO Book\"\n") nil] nil) Return-Path: Received: from golem.arc.nasa.gov by medg (4.1/TOC-1.2S) id AA04204; Tue, 1 Feb 94 14:20:52 EST Received: by golem.arc.nasa.gov (4.1/SMI-4.1) id AA23914; Tue, 1 Feb 94 11:20:36 PST Message-Id: <9402011920.AA23914@golem.arc.nasa.gov> Reply-To: pell@ptolemy-ethernet.arc.nasa.gov From: pell@golem.arc.nasa.gov (Barney Pell) To: games@medg.lcs.mit.edu Subject: Mathematical GO Book Date: Tue, 1 Feb 94 11:20:36 PST Date: Mon, 31 Jan 1994 18:15:41 -0800 From: David Wolfe To: GoEnthusiasts@kazoo.CS.Berkeley.EDU, BerkeleyComputerScienceTheory@kazoo.CS.Berkeley.EDU, Friends@kazoo.CS.Berkeley.EDU Subject: Mathematical Go complete Mathematical Go: Chilling Gets the Last Point by Elwyn Berlekamp and David Wolfe is now available. And we're holding book signings Feb 2 in Palo Alto, March 1 in Boston, and early April in Berkeley. Details follow. ________________________________________________________________ This book reveals the 'secrets' to turn the late stage Go endgames into tractable exact science. It is really a treat to any serious Go player, mathematican, and computer scientist. Ken Chen University of North Carolina at Charlotte Author of "Go Intellect", 1992 world champion Go-playing program: ________________________________________________________________ To get the correct solutions for problems [presented in this book] is not easy, even for professional players. However, from an analytical point of view of Mathematics, these endgame problems can be tackled from an entirely different approach which is simple, clear, complete and sequential. Being able to offer a systematic fashion of analyzing the end-game of Go is the most valuable point of this book. Jujo Jiang, 9-dan Highest rank attainable in professioal Go Foremost Go player residing in the west Translation from Chinese by Sidney Yuan, Yutopian Enterprises ________________________________________________________________ This book is a wonderful addition to any game player's or puzzle solver's library. By analysing the last point in Go, the authors, open up, in a clear and concise fashion, a whole world of mathematical techniques and concepts for analysing games. These techniques and concepts can be applied either in a rigourous fashion or more intuitively as a help in evaluating the possibilities. Either way, they help sharpen one's problem solving abilities. Richard J. Nowakowski Dalhousie University Coach of outstanding Canadian Math Olympiad Teams ________________________________________________________________ It is rare that substantial mathematics is relevant to any aspect of a popular game. Berlekamp and Wolfe are to be congratulated on a remarkable achievement. John McCarthy Stanford University Pioneer in Artificial Intelligence ________________________________________________________________ Books can be ordered from Ishi Press, A K Peters, or your bookstore (let them know the publisher, A K Peters, Ltd.): A K Peters, Ltd. Ishi Press 289 Linden Streen 79 Bonaventura Drive Wellesley, MA 02181 San Jose, CA 95134 (617) 235-2210 (408) 944-9900 (617) 235-2404 (fax) (408) 944-9110 (fax) kpeters@zariski.harvard.edu ishius@ishius.com $29.95 for hardcover book plus $24.95 for soft cover book plus $2.50 Postage and handling to U.S. $1.50 shipping to U.S. 5% sales tax for MA residents 8.25% sales tax for CA residents Mastercard, VISA, or check VISA, mastercard, or personal check ________________________________________________________________ Book signings are at: Printers Inc. Bookstore BU bookstore in Boston, MA 310 California Ave March 1, 1994 Palo Alto, CA (415) 327-6500 Black Oak Books in Berkeley, CA Wednesday, February 2, 8:00 early April ________________________________________________________________ From the back cover: In this unique book, the authors, both only amateur Go players themselves, develop the mathematical techniques for solving late-stage endgame problems that can stump top-ranking professionals. As a typical game of Go approaches its conclusion, the active regions of play become independent of one another, and the overall board position may be regarded as a sum of disconnected partial board positions. Combinatorial game theory, a branch of mathematics Berlekamp helped develop, has long been concerend with such sums of games. Here, it is applied to solving Go-related problems with a bewildering choice of similar-looking moves and subtle priority relationships. The theory presented in this book assigns each active area on the board an abstract value and then shows how to compare them to select the optimum move or add them up to determine the ideal outcome. Some of the values are familiar number or fractions, but most are bizarre objects quite unlike anything in the existing Go literature. From these abstractions, the reader learns that positions seeming to have the same numerical value can be crucially different while positions that appear completely different can be mathematically identical. A Go player with an interest in mathematics or a mathematician interested in Go will not want to miss this book because it describes substantial connections between two subject which have been, until now, largely unrecognized. ________________________________________________________________ From @vm.biu.ac.il:kerner@bimacs.cs.biu.ac.il Wed Feb 16 17:06:33 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["332" "Thu" "17" "February" "1994" "00:08:32" "+0200" "kerner yaakov" "kerner@bimacs.cs.biu.ac.il" nil "13" "Information concerning computer chess conferences, etc." nil nil nil "2" nil nil (number " " mark "U kerner yaakov Feb 17 13/332 " thread-indent "\"Information concerning computer chess conferences, etc.\"\n") nil] nil) Return-Path: <@vm.biu.ac.il:kerner@bimacs.cs.biu.ac.il> Received: from VM.BIU.AC.IL by medg (4.1/TOC-1.2S) id AA04668; Wed, 16 Feb 94 17:06:33 EST Received: from bimacs.cs.biu.ac.il by VM.BIU.AC.IL (IBM VM SMTP V2R2) with TCP; Thu, 17 Feb 94 00:07:29 IST Received: by bimacs.cs.biu.ac.il (5.57/Ultrix3.0) id AA18258; Thu, 17 Feb 94 00:08:32 +0200 Message-Id: <9402162208.AA18258@bimacs.cs.biu.ac.il> Comments: Internet address: bimacs.cs.biu.ac.il. Bitnet address: bimacs.bitnet. Old internet address (bimacs.biu.ac.il) is available only temporarily. From: kerner@bimacs.cs.biu.ac.il (kerner yaakov) To: games@medg.lcs.mit.edu Subject: Information concerning computer chess conferences, etc. Date: Thu, 17 Feb 94 00:08:32 +0200 Hello, It's a game-request. I really don't know what is the purpose of your mailing list. I want to get a general information about your list and an answer (if possible) to the qestion asked in the Subject slot. Thanks in advance, Yaakov Kerner, Bar-Ilan University, Ramat-Gan University. E-mail: kerner@bimacs.cs.biu.ac.il. From mpf@medg.lcs.mit.edu Mon Feb 21 18:27:14 1994 Status: RO X-VM-v5-Data: ([nil nil nil nil nil nil nil nil nil] ["1733" "Mon" "21" "February" "1994" "18:29:34" "EST" "Michael P. Frank" "mpf@medg.lcs.mit.edu" nil "48" "forwarded message from kerner yaakov" nil nil nil "2" nil nil (number " " mark " Michael P. Frank Feb 21 48/1733 " thread-indent "\"forwarded message from kerner yaakov\"\n") nil] nil) Return-Path: Received: from luke (LUKE.LCS.MIT.EDU) by medg (4.1/TOC-1.2S) id AA07064; Mon, 21 Feb 94 18:27:14 EST Received: by luke (4.1/TOC-1.1C) id AA07412; Mon, 21 Feb 94 18:29:34 EST Message-Id: <9402212329.AA07412@luke> From: mpf@medg.lcs.mit.edu (Michael P. Frank) To: games Subject: forwarded message from kerner yaakov Date: Mon, 21 Feb 94 18:29:34 EST Does anyone know of any upcoming conferences appropriate for CGP papers? We have a new member of our mailing list who wishes to know. , , __ mpf@medg.lcs.mit.edu /|/| . _ |_ _ _ | |_ _ _ ,_ |, Clinical Decision-Making Group / | | | (_ | | (_| (-' | | | (_| | | |\ MIT Lab for Computer Science 545 Technology Sq. rm. 421, Cambridge, MA 02139. (617) 253-2351 (fax 3-5060) ------- start of forwarded message (RFC 934) ------- Return-Path: <@vm.biu.ac.il:kerner@bimacs.cs.biu.ac.il> Received: from VM.BIU.AC.IL by medg (4.1/TOC-1.2S) id AA04420; Sun, 20 Feb 94 10:05:46 EST Received: from bimacs.cs.biu.ac.il by VM.BIU.AC.IL (IBM VM SMTP V2R2) with TCP; Sun, 20 Feb 94 17:06:59 IST Received: by bimacs.cs.biu.ac.il (5.57/Ultrix3.0) id AA12512; Sun, 20 Feb 94 17:08:11 +0200 Message-Id: <9402201508.AA12512@bimacs.cs.biu.ac.il> Comments: Internet address: bimacs.cs.biu.ac.il. Bitnet address: bimacs.bitnet. Old internet address (bimacs.biu.ac.il) is available only temporarily. From: kerner@bimacs.cs.biu.ac.il (kerner yaakov) To: games-request@medg.lcs.mit.edu Subject: Information concerning CC conferences Date: Sun, 20 Feb 94 17:08:11 +0200 Dear Mr. Frank, I am intersted in fluent information concerning Computer Chess conferences in general and in Computer Game Playing conferences in general. Susan Epstein told me to write to you about that and to request to join your mailing group. Do you have any ideas about coming workshops/conferences in the next two years? Thanks in advance, Yaakov Kerner, Mathematics and Computer-Science Department, Bar-Ilan University, Ramat-Gan 52900, Israel. E-mail: kerner@bimacs.cs.biu.ac.il. ------- end ------- From epstein@roz.hunter.cuny.edu Tue Feb 22 17:06:21 1994 Status: RO X-VM-v5-Data: ([nil nil nil nil nil nil nil nil nil] ["401" "Tue" "22" "February" "1994" "17:07:43" "EST" "Christopher Ward" "epstein@roz.hunter.cuny.edu" nil "6" "" nil nil nil "2" nil nil (number " " mark " Christopher Ward Feb 22 6/401 " thread-indent "\"\"\n") nil] nil) Return-Path: Received: from roz.hunter.cuny.edu by medg (4.1/TOC-1.2S) id AA09025; Tue, 22 Feb 94 17:06:21 EST Received: from maris.cuny.edu (maris.hunter.cuny.edu) by roz.hunter.cuny.edu (4.1/4.2) id AA12751; Tue, 22 Feb 94 17:07:43 EST Message-Id: <9402222207.AA12751@roz.hunter.cuny.edu> From: "Christopher Ward" To: games@medg.lcs.mit.edu Date: Tue, 22 Feb 94 17:07:43 EST The citation for the games symposium papers (and you can but this too, folks -- the final versions are in some cases different) is Games: Planning and Learning, Papers from the 1993 Fall Symposium, AAAI Press Technical Report FS9302, Menlo Park, CA. To order contact AAAI at 445 Burgess Drive, Menlo Park, CA 94025 USA. Sorry, that is all the data I have. Check with them about the price.... Susan From epstein@roz.hunter.cuny.edu Fri Feb 25 13:47:03 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["652" "Fri" "25" "February" "1994" "13:48:46" "EST" "Susan Epstein" "epstein@roz.hunter.cuny.edu" nil "15" "citation once more" nil nil nil "2" nil nil (number " " mark "U Susan Epstein Feb 25 15/652 " thread-indent "\"citation once more\"\n") nil] nil) Return-Path: Received: from roz.hunter.cuny.edu by medg (4.1/TOC-1.2S) id AA15833; Fri, 25 Feb 94 13:47:03 EST Received: from maris.cuny.edu (maris.hunter.cuny.edu) by roz.hunter.cuny.edu (4.1/4.2) id AA00850; Fri, 25 Feb 94 13:48:46 EST Message-Id: <9402251848.AA00850@roz.hunter.cuny.edu> From: "Susan Epstein" To: games@medg.lcs.mit.edu Subject: citation once more Date: Fri, 25 Feb 94 13:48:46 EST Apparently the previous message on this topic was garbled. Here is a corrected version with nice short lines. Sorry for the confusion! The citation for the games symposium papers follows. The final versions are in some cases different from those in the (uncitable) proceedings. In order to get page numbers you will have to order a copy; I do not have a Table of Contents myself. Games: Planning and Learning, Papers from the 1993 Fall Symposium, AAAI Press Technical Report FS9302, Menlo Park, CA. To order contact AAAI at 445 Burgess Drive, Menlo Park, CA 94025 USA. Sorry, that is all the data I have. Check with them about the price.... Susan From shaulm@cs.technion.ac.il Sun Mar 20 07:40:24 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["2402" "Sun" "20" "March" "1994" "14:44:22" "IST" "Shaul Markovitch" "shaulm@cs.technion.ac.il" nil "52" "New report available by ftp" nil nil nil "3" nil nil (number " " mark "U Shaul Markovitch Mar 20 52/2402 " thread-indent "\"New report available by ftp\"\n") nil] nil) Received: from csmail.cs.Technion.AC.IL by medg (4.1/TOC-1.2S) id AA02596; Sun, 20 Mar 94 07:40:24 EST Received: from csa (csa.cs.technion.ac.il) by csmail.cs.Technion.AC.IL (4.1/3.14) id AA01153; Sun, 20 Mar 94 14:39:59 IST Received: from cs58.cs.technion.ac.il.csa by csa (4.1/3.14) id AA27394; Sun, 20 Mar 94 14:44:22 IST Return-Path: Message-Id: <9403201244.AA27394@csa> From: shaulm@cs.technion.ac.il (Shaul Markovitch) To: games@medg.lcs.mit.edu Subject: New report available by ftp Date: Sun, 20 Mar 94 14:44:22 IST A new report is available by ftp as: ftp.technion.ac.il:/pub/supported/cs/Tech_Reports/1994/cis9402.ps.Z This paper extends our previous work on opponent models by adding algorithms for pruning and for uncertain models. The abstract follows: The M* Algorithm: Incorporating Opponent Models into Adversary Search David Carmel & Shaul Markovitch While human players adjust their playing strategy according to their opponent, computer programs, which are based on the minimax algorithm, use tha same playing strategy against a novice as against an expert. This is due to the assumption of minimax that the opponent uses the same strategy as the player. This work studies the problem of opponent modelling in game playing. We recursively define a player as a pair of a strategy and an opponent model, which is also a player. A strategy can be determined by the static evaluation function and the depth of search. M*, an algorithm for searching game-trees using an n-level modelling player that uses such a strategy, is described and analyzed. We demonstrate experimentally the benefit of using an opponent model and show the potential harm caused by the use of an inaccurate model. We then describe an algorithm, M*-epsilon, for using uncertain models when a bound on the model error is known. Pruning in M* is impossible in the general case. We prove a sufficient condition for pruning and present a pruning algorithm, Alpha-Beta-*, that returns the M* value of a tree, searching only necessary subtrees. Finally, we present a method for acquiring a model for an unknown player. First, we describe a learning algorithm that acquires a model of the opponent's depth of search by using its past moves as examples. Then, an algorithm for acquiring a model of the player's strategy, both depth and function, is described and evaluated. Experiments with this algorithm show that when a superset of the set of features used by a fixed opponent is available to the learner, few examples are sufficient for learning a model that agrees almost perfectly with the opponent. ============================================== Shaul Markovitch, Computer Science Department Technion - Israel Institute of Technology Haifa 32000, Israel. (TEL. 972-4-294346) Email : shaulm@cs.technion.ac.il ============================================== From zhang@canyon.psy.ohio-state.edu Fri Mar 25 15:35:57 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["2191" "Fri" "25" "March" "1994" "15:43:27" "EST" "Jiajie Zhang" "zhang@canyon.psy.ohio-state.edu" nil "52" "TR available" nil nil nil "3" nil nil (number " " mark "U Jiajie Zhang Mar 25 52/2191 " thread-indent "\"TR available\"\n") nil] nil) Return-Path: Received: from canyon.psy.ohio-state.edu by medg (4.1/TOC-1.2S) id AA11841; Fri, 25 Mar 94 15:35:57 EST Received: by canyon.psy.ohio-state.edu (4.1/5.901231) id AA03932; Fri, 25 Mar 94 15:43:27 EST Date: Fri, 25 Mar 94 15:43:27 EST From: Jiajie Zhang Message-Id: <9403252043.AA03932@canyon.psy.ohio-state.edu> To: games@medg.lcs.mit.edu Subject: TR available Bottom-Up Recognition Learning: A Compilation-Based Model of Limited-Lookahead Learning Todd T. Johnson Division of Medical Informatics The Ohio State University Jiajie Zhang & Hongbin Wang Department of Psychology The Ohio State University (Paper presented at the 13th SOAR workshop, also submitted to The 16th Annual Conference of the Cognitive Science Society.) ABSTRACT When faced with a novel problem, people can sometimes decide what to do by imagining alternative sequences of actions and then taking the sequence that solves the problem. In many problems, however, various constraints, such as working memory capacity, limit the amount of lookahead that people can do. The chunking-learning hypothesis says that all long term learning occurs through chunking, a form of knowledge compilation; however, limited-lookahead learning has not previously been modeled using chunking. This paper describes Bottom-Up Recognition Learning (BURL), a model of limited-lookahead learning based on chunking. In BURL, chunking over successive problem-solving trials transfers knowledge from the leaf nodes of a problem space to the top node. Two experiments test BURL's predictions. The first compares the Soar implementation of BURL to human subjects learning to play two Tic-Tac-Toe isomorphs. This experiment shows that BURL can account for learning that occurs when subjects can perform a limited lookahead. The second experiment studies transfer between two strategy acquisition tasks for one isomorph. This experiment shows that BURL must be used in conjunction with other learning methods to fully explain skill acquisition on limited-lookahead tasks. Available via anonymous ftp from canyon.psy.ohio-state.edu (128.146.112.91) pub/papers/BURL.ps.Z ------------------------------------------------------------------------- | Jiajie Zhang Office: (614)-292-8667 | | Department of Psychology FAX: (614)-292-4537 | | Ohio State University Email: zhang.52@osu.edu | | Columbus, Ohio 43210-1222 | ------------------------------------------------------------------------- From mpf@medg.lcs.mit.edu Thu Mar 31 00:44:03 1994 Status: RO X-VM-v5-Data: ([nil nil nil nil nil nil nil nil nil] ["1143" "Thu" "31" "March" "1994" "00:49:10" "EST" "Michael P. Frank" "mpf@medg.lcs.mit.edu" nil "26" "BibTeX entries for '93 symposium available" nil nil nil "3" nil nil (number " " mark " Michael P. Frank Mar 31 26/1143 " thread-indent "\"BibTeX entries for '93 symposium available\"\n") nil] nil) Return-Path: Received: from luke (LUKE.LCS.MIT.EDU) by medg (4.1/TOC-1.2S) id AA20686; Thu, 31 Mar 94 00:44:03 EST Received: by luke (4.1/TOC-1.1C) id AA06639; Thu, 31 Mar 94 00:49:10 EST Message-Id: <9403310549.AA06639@luke> From: mpf@medg.lcs.mit.edu (Michael P. Frank) To: games Subject: BibTeX entries for '93 symposium available Date: Thu, 31 Mar 94 00:49:10 EST I have prepared a BibTeX file containing entries for all the papers in last Fall's AAAI Games symposium, and for the proceedings itself. You may get it from the Computer Game-Playing FTP site: /ftp@medg.lcs.mit.edu:/pub/games/bibliography/games.bib There is also a sample TeX file using this bibliography, gamesbib.tex, and accompanying DVI output, gamesbib.dvi. The machine serving the Computer Game-Playing FTP site happens to also be a World-Wide Web server, so you might want to browse through the files using Mosaic with the URL http://medg.lcs.mit.edu/ftp/games However, we don't yet have any nice-looking hypertext pages for CGP stuff. Volunteers? I will provide an account for anyone wishing to write HTML pages that are relevant to computer game-playing research. (I would do it myself, but thesis work takes priority.) -Mike , , __ mpf@medg.lcs.mit.edu /|/| . _ |_ _ _ | |_ _ _ ,_ |, Clinical Decision-Making Group / | | | (_ | | (_| (-' | | | (_| | | |\ MIT Lab for Computer Science 545 Technology Sq. rm. 421, Cambridge, MA 02139. (617) 253-2351 (fax 3-5060) From levinson@cse.ucsc.edu Thu Apr 28 15:19:32 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["527" "Thu" "28" "April" "1994" "12:25:33" "-0700" "Bob Levinson" "levinson@cse.ucsc.edu" nil "17" "Special Issue on Games: Planning and Learning" nil nil nil "4" nil nil (number " " mark "U Bob Levinson Apr 28 17/527 " thread-indent "\"Special Issue on Games: Planning and Learning\"\n") nil] nil) Return-Path: Received: from pal.cse.ucsc.edu by medg (4.1/TOC-1.2S) id AA05565; Thu, 28 Apr 94 15:19:32 EDT Received: by pal.cse.ucsc.edu id AA28113 (5.65c/IDA-1.4.4 for games@medg.lcs.mit.edu); Thu, 28 Apr 1994 12:25:33 -0700 Date: Thu, 28 Apr 1994 12:25:33 -0700 From: Bob Levinson Message-Id: <199404281925.AA28113@pal.cse.ucsc.edu> To: games@medg.lcs.mit.edu Subject: Special Issue on Games: Planning and Learning It is now official that there will be a special issue of Computational Intelligence on Games: Planning and Learning. A detailed call for papers and reviewers will be posted in the next week or so. Deadline for submissions of first draft is August 15, 1994. Revised mansuscripts will be due December 30, 1994. Publication is scheduled for November 1995. --Bob Prof. Robert Levinson Department of Computer and Informmation Sciences. University of California at Santa Cruz Santa Cruz, CA 95060 408-459-2087 FAX: 408-459-4829 From levinson@cse.ucsc.edu Thu Apr 28 15:35:49 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["2171" "Thu" "28" "April" "1994" "12:41:42" "-0700" "Bob Levinson" "levinson@cse.ucsc.edu" nil "46" "Paper available" nil nil nil "4" nil nil (number " " mark "U Bob Levinson Apr 28 46/2171 " thread-indent "\"Paper available\"\n") nil] nil) Return-Path: Received: from pal.cse.ucsc.edu by medg (4.1/TOC-1.2S) id AA05653; Thu, 28 Apr 94 15:35:49 EDT Received: by pal.cse.ucsc.edu id AA28165 (5.65c/IDA-1.4.4 for games@medg.lcs.mit.edu); Thu, 28 Apr 1994 12:41:42 -0700 Date: Thu, 28 Apr 1994 12:41:42 -0700 From: Bob Levinson Message-Id: <199404281941.AA28165@pal.cse.ucsc.edu> To: games@medg.lcs.mit.edu Subject: Paper available Cc: dbcook@cse.ucsc.edu, josh@cse.ucsc.edu, kaili@cse.ucsc.edu, wjames@cse.ucsc.edu, yuxia@cse.ucsc.edu The following paper is available anonymous ftp from ftp.cse.ucsc.edu cd /pub/tr/ucsc-crl-94-15.ps.Z. Let me know if you have any trouble. --Bob [In particular it is described how the next version of Morph will be domain-independent, store thousands more patterns and match them at a fraction of previous cost. Forthcoming papers will cover similar improvements to the learning mechanism.] \title{\large\bf UDS: A Universal Data Structure} \author{\large Robert Levinson} \begin{abstract} This paper gives a data structure (UDS) for supporting database retrieval, inference and machine learning that attempts to unify and extend previous work in relational databases, semantic networks, conceptual graphs, RETE, neural networks and case-based reasoning. Foundational to this view is that all data can be viewed as a primitive set of objects and mathematical relations (as sets of tuples) over those objects. The data is stored in three partially-ordered hierarchies: a node hierarchy, a relation hierarchy, and a conceptual graphs hierarchy. All three hierarchies can be stored as ``levels" in the conceptual graphs hierarchy. These multiple hierarchies support multiple views of the data with advantages over any of the individual methods. In particular, conceptual graphs are stored in a relation-based compact form that facilitates matching. UDS is currently being implemented in the Peirce conceptual graphs workbench and is being used as a domain-independent monitor for state-space search domains at a level that is faster than previous implementations designed specifically for those domains.In addition it provides a useful environment for pattern-based machine learning. \end{abstract} \section{Introduction} Three popular and competing database paradigms are {\bf relational databases}, in which data is stored and accessed as a set of tables, {\bf conceptual graphs}, in which data is stored as a set of graphs, or {\bf semantic networks} in which data is stored in one large homogeneous network(graph). In this paper we give a data structure that can be seen to replace the others, with all the advantages of each and fewer of the disadvantages. From pell@mullin.arc.nasa.gov Mon May 2 21:36:05 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["2101" "Mon" " 2" "May" "1994" "18:41:42" "PDT" "Barney Pell" "pell@mullin.arc.nasa.gov" nil "50" "metagame paper available" nil nil nil "5" nil nil (number " " mark "U Barney Pell May 2 50/2101 " thread-indent "\"metagame paper available\"\n") nil] nil) Return-Path: Received: from mullin.arc.nasa.gov by medg (4.1/TOC-1.2S) id AA13294; Mon, 2 May 94 21:36:05 EDT Received: by mullin.arc.nasa.gov (4.1/SMI-4.1) id AA23014; Mon, 2 May 94 18:41:42 PDT Date: Mon, 2 May 94 18:41:42 PDT From: pell@mullin.arc.nasa.gov (Barney Pell) Message-Id: <9405030141.AA23014@mullin.arc.nasa.gov> To: games@medg.lcs.mit.edu Subject: metagame paper available Reply-To: pell@ptolemy-ethernet.arc.nasa.gov The following paper is available by anonymous ftp, in the file: ftp.cl.cam.ac.uk:users/bdp/mg-aaai94.ps.Z This paper will be presented at AAAI-94, and is a substantially altered version of the paper by the same title presented at the Fall 93 AAAI symposium on Games: Learning and Planning. A STRATEGIC METAGAME-PLAYER FOR GENERAL CHESS-LIKE GAMES By Barney Pell abstract: This paper introduces METAGAMER, the first program designed within the paradigm of Meta-Game Playing (Metagame). This program plays Metagame in the class of symmetric chess-like games, which includes chess, Chinese-chess, checkers, draughts, and Shogi. METAGAMER takes as input the rules of a specific game and analyses those rules to construct for that game an efficient representation and an evaluation function, for use by a generic search engine. The strategic analysis performed by METAGAMER relates a set of general knowledge sources to the details of the particular game. Among other properties, this analysis determines the relative value of the different pieces in a given game. Although METAGAMER does not learn from experience, the values resulting from its analysis are qualitatively similar to values used by experts on known games, and are sufficient to produce competitive performance the first time METAGAMER actually plays each new game. Besides being the first Metagame-playing program, this is the first program to have derived useful piece values directly from analysis of the rules of different games. This paper describes the knowledge implemented in METAGAMER, illustrates the piece values METAGAMER derives for chess and checkers, and discusses experiments with METAGAMER on both existing and newly generated games. content areas: game-playing, machine learning, knowledge-representation ================================================== Barney Pell NASA Ames Research Center, Mail Stop 269-2, Moffett Field, CA 94035-1000 USA (415) 604-3361 pell@ptolemy.arc.nasa.gov ================================================== From mpf@medg.lcs.mit.edu Sat May 7 12:55:58 1994 Status: RO X-VM-v5-Data: ([nil nil nil nil nil nil nil nil nil] ["3922" "Sat" " 7" "May" "1994" "13:03:50" "EDT" "Michael P. Frank" "mpf@medg.lcs.mit.edu" nil "87" "Master's thesis available for anonymous FTP or WWW access" nil nil nil "5" nil nil (number " " mark " Michael P. Frank May 7 87/3922 " thread-indent "\"Master's thesis available for anonymous FTP or WWW access\"\n") nil] nil) Return-Path: Received: from luke (LUKE.LCS.MIT.EDU) by medg (4.1/TOC-1.2S) id AA23541; Sat, 7 May 94 12:55:58 EDT Received: by luke (4.1/TOC-1.1C) id AA19680; Sat, 7 May 94 13:03:50 EDT Message-Id: <9405071703.AA19680@luke> From: mpf@medg.lcs.mit.edu (Michael P. Frank) To: games@medg.lcs.mit.edu Subject: Master's thesis available for anonymous FTP or WWW access Date: Sat, 7 May 94 13:03:50 EDT The following Master's thesis is available for anonymous FTP from medg.lcs.mit.edu in the directory "/pub/mpf/papers/Frank-94". It is also available on the World-Wide Web at the URL: http://medg.lcs.mit.edu/mpf/papers/Frank/Frank-94/Frank-94.html Some of you may be particularly interested in section 2.5.4, which presents some direct measurements of the amount of interdependence between the values of sibling nodes in the game trees of some actual games. These results are useful for evaluating the validity of the independence assumptions made by the Probability Product [Pearl-81] and BPIP [Baum-92] node-value propagation techniques. Any comments would be greatly appreciated. Thanks, Mike Frank ---------------------------------------------------------------------- [AAAI-92] Artificial Intelligence: Proceedings of the 10th National Conference, San Jose, California, July 12-16, 1992. American Association for Artificial Intelligence. AAAI/MIT Press, Cambridge, Massachusetts. [Baum-92] Eric B. Baum. On optimal game tree propagation for imperfect players. In [AAAI-92], pages 507-512. [IJCAI-81] Artificial Intelligence: Proceedings of the 7th International Joint Conference, Vancouver, B.C., Canada, August 24-28, 1981. Morgan Kaufmann, Inc., Los Altos, California. [Pearl-81] Judea Pearl. Heuristic search theory: Survey of recent results. In [IJCAI-81], pages 554-562. , , __ mpf@medg.lcs.mit.edu /|/| . _ |_ _ _ | |_ _ _ ,_ |, Clinical Decision-Making Group / | | | (_ | | (_| (-' | | | (_| | | |\ MIT Lab for Computer Science 545 Technology Sq. rm. 421, Cambridge, MA 02139. (617) 253-2351 (fax 3-5060) Personal Web Page ---------------------------------------------------------------------- Advances in Decision-Theoretic AI: Limited Rationality and Abstract Search by Michael Frank This thesis reports on the current state of ongoing research by the author and others investigating the use of decision theory---its principles, methods, and philosophy---in Artificial Intelligence. Most of the research discussed in this thesis concerns decision problems arising within the context of Computer Game-Playing domains, although we discuss applications in other areas such as Clinical Decision-Making and Planning as well. We discuss in detail several AI techniques that use decision-theoretic methods, offer some initial experimental tests of their underlying hypotheses, and present work on some new decision-theoretic techniques under development by the author. We also discuss some attempts, by the author and others, to transcend a few of the limitations of the earlier approaches, and of traditional decision theory, and synthesize broader, more powerful theories of abstract reasoning and limited rationality that can be applied to solve decision problems more effectively. These attempts have not yet achieved conclusive success. We discuss the most promising of the current avenues of research, and propose some possible new directions for future work. Citation information: Michael P. Frank. Advances in decision-theoretic AI: Limited rationality and abstract search. Master's thesis, Massachusetts Institute of Technology, Cambridge, Massachusetts, May 1994. Available on the World-Wide Web at URL http://medg.lcs.mit.edu/mpf/papers/Frank-94/Frank-94.html. @MASTERSTHESIS{Frank-94, AUTHOR = {Michael P. Frank}, TITLE = {Advances in Decision-Theoretic {AI}: Limited Rationality and Abstract Search}, SCHOOL = {Massachusetts Institute of Technology}, YEAR = 1994, ADDRESS = {Cambridge, Massachusetts}, MONTH = may, note = {Available on the World-Wide Web at URL {\tt http://medg.lcs.mit.edu/mpf/papers/Frank-94/Frank-94.html}}, url = {http://medg.lcs.mit.edu/mpf/papers/Frank-94/Frank-94.html}, } From mpf@medg.lcs.mit.edu Wed May 11 11:47:33 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["240" "Wed" "11" "May" "1994" "11:55:41" "EDT" "Michael P. Frank" "mpf@medg.lcs.mit.edu" nil "6" "Thesis temporarily unavailable." nil nil nil "5" nil nil (number " " mark "U Michael P. Frank May 11 6/240 " thread-indent "\"Thesis temporarily unavailable.\"\n") nil] nil) Return-Path: Received: from luke (LUKE.LCS.MIT.EDU) by medg (4.1/TOC-1.2S) id AA01407; Wed, 11 May 94 11:47:33 EDT From: mpf@medg.lcs.mit.edu (Michael P. Frank) Received: by luke (4.1/TOC-1.1C) id AA25663; Wed, 11 May 94 11:55:41 EDT Date: Wed, 11 May 94 11:55:41 EDT Message-Id: <9405111555.AA25663@luke> To: games@medg.lcs.mit.edu Subject: Thesis temporarily unavailable. My Master's thesis, "Advances in Decision-Theoretic AI: Limited Rationality and Abstract Search," will be temporarily unavailable because it is undergoing revisions in preparation for a TR version. I apologize for any inconvenience. -Mike From matsubar@etl.go.jp Tue May 17 22:02:14 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["1572" "Wed" "18" "May" "1994" "11:09:29" "JST" "Hitoshi Matsubara" "matsubar@etl.go.jp" nil "60" "CFP of a workshop in Japan (plain version)" nil nil nil "5" nil nil (number " " mark "U Hitoshi Matsubara May 18 60/1572 " thread-indent "\"CFP of a workshop in Japan (plain version)\"\n") nil] nil) Received: from etlpost.etl.go.jp by medg (4.1/TOC-1.2S) id AA13170; Tue, 17 May 94 22:02:14 EDT Received: from etlpom.etl.go.jp by etlpost.etl.go.jp (5.67+1.6W/2.7W) id AA25168; Wed, 18 May 94 11:09:31 JST Received: by etlpom.etl.go.jp (4.1/6.4J.6-ETLpom.MASTER) id AA06401; Wed, 18 May 94 11:09:30 JST Received: by etlcom.etl.go.jp (4.1/6.4J.6-ETL.SLAVE) id AA06995; Wed, 18 May 94 11:09:29 JST Date: Wed, 18 May 94 11:09:29 JST From: matsubar@etl.go.jp (Hitoshi Matsubara) Return-Path: Message-Id: <9405180209.AA06995@etlcom.etl.go.jp> To: games@medg.lcs.mit.edu Subject: CFP of a workshop in Japan (plain version) CFP of First Game Programming Workshop in Japan is as follows (plain version). Yours, Hitoshi Matsubara Electrotechnical Laboratory, MITI, JAPAN --------------------------------------------------------- First Game Programming Workshop in Japan: Call for Papers The purpose of this workshop is to promote computer game- playing researches, especially those on computer Shogi (Japanese Chess) and computer Go. Title: First Game Programming Workshop in Japan Sponsorship: (Japanese) Computer Shogi Association Co-sponsorship: Japanese Computer Go Association Date: October 21-23, 1994 Place: Hakone Seminar House, Kanagawa, JAPAN (Accomodation: Japanese-style room) Official languages: Japanese/English (no interpretation) Expected number of participants: 50 people Registration fee: 30,000 yen (Student 15,000 yen) Process: 1. Submitted papers will be reviewed by the program committee. 2. Authors must submit 3 printed copies of their extended abstract (about 2000 characters in Japanese or about 500 words in English) to the following address. 3. The length of the final(camera-ready) papers must be at most 10 pages on A4 or 8 1/2'' x 11'' size. Schedule: 1.Deadline of extended abstract: July 30th, 1994 2.Notification: August 19th, 1994 3.Deadline of final(camera-ready) paper: September 24th, 1994 Contact: Hitoshi Matsubara Electrotechnical Laboratory Machine Inference Section 1-1-4 Umezono, Tsukuba, Ibaraki, 305 JAPAN tel:+81-298-58-5917 fax:+81-298-58-5918 e-mail: matsubar@etl.go.jp From matsubar@etl.go.jp Tue May 17 22:01:46 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["1871" "Wed" "18" "May" "1994" "11:08:59" "JST" "Hitoshi Matsubara" "matsubar@etl.go.jp" nil "85" "CFP of a workshop in Japan (latex version)" nil nil nil "5" nil nil (number " " mark "U Hitoshi Matsubara May 18 85/1871 " thread-indent "¥"CFP of a workshop in Japan (latex version)¥"¥n") nil] nil) Received: from etlpost.etl.go.jp by medg (4.1/TOC-1.2S) id AA13169; Tue, 17 May 94 22:01:46 EDT Received: from etlpom.etl.go.jp by etlpost.etl.go.jp (5.67+1.6W/2.7W) id AA25156; Wed, 18 May 94 11:09:00 JST Received: by etlpom.etl.go.jp (4.1/6.4J.6-ETLpom.MASTER) id AA06392; Wed, 18 May 94 11:08:59 JST Received: by etlcom.etl.go.jp (4.1/6.4J.6-ETL.SLAVE) id AA06977; Wed, 18 May 94 11:08:59 JST Date: Wed, 18 May 94 11:08:59 JST From: matsubar@etl.go.jp (Hitoshi Matsubara) Return-Path: Message-Id: <9405180208.AA06977@etlcom.etl.go.jp> To: games@medg.lcs.mit.edu Subject: CFP of a workshop in Japan (latex version) CFP of First Game Programming workshop in Japan is as follows (latex version). Yours, Hitoshi Matsubara Electrotechnical Laboratory, MITI, JAPAN --------------------------------------------------------- ¥documentstyle[11pt]{article} ¥begin{document} ¥noindent {¥LARGE First Game Programming Workshop in Japan:¥¥ Call for Papers} ¥vspace*{3mm} The purpose of this workshop is to promote computer game-playing researches, especially those on computer Shogi (Japanese Chess) and computer Go. ¥begin{itemize} ¥item Title: First Game Programming Workshop in Japan ¥item Sponsorship: (Japanese) Computer Shogi Association ¥item Co-sponsorship: Japanese Computer Go Association ¥item Date: October 21-23, 1994 ¥item Place: Hakone Seminar House, Kanagawa, JAPAN¥¥ (Accomodation: Japanese-style room) ¥item Official languages: Japanese/English¥ (no interpretation) ¥item Expected number of participants: 50 people ¥item Registration fee: 30,000 yen ¥ ¥ (Student 15,000 yen) ¥item Process: ¥begin{itemize} ¥item Submitted papers will be reviewed by the program committee. ¥item Authors must submit 3 printed copies of their extended abstract (about 2000 characters in Japanese or about 500 words in English) to the following address. ¥item The length of the final(camera-ready) papers must be at most 10 pages on A4 or 8 1/2'' x 11'' size. ¥item Schedule: ¥begin{itemize} ¥item Deadline of extended abstract: July 30th, 1994 ¥item Notification: August 19th, 1994 ¥item Deadline of final(camera-ready) paper: September 24th, 1994 ¥end{itemize} ¥end{itemize} ¥item Contact:¥¥ Hitoshi Matsubara¥¥ Electrotechnical Laboratory¥¥ Machine Inference Section¥¥ 1-1-4 Umezono, Tsukuba, Ibaraki, 305 JAPAN¥¥ tel:+81-298-58-5917 ¥ ¥ fax:+81-298-58-5918¥¥ e-mail: matsubar@etl.go.jp¥¥ ¥end{itemize} ¥end{document} From pell@mullin.arc.nasa.gov Thu May 26 19:25:28 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["2235" "Thu" "26" "May" "1994" "16:32:56" "PDT" "Barney Pell" "pell@mullin.arc.nasa.gov" nil "48" "[kempson@ICSI.Berkeley.EDU: 6/2/94 B. von Stengel ICSI Talk / Exponentially Faster Algorithms for Solving Extensive Games]" nil nil nil "5" nil nil (number " " mark "U Barney Pell May 26 48/2235 " thread-indent "¥"[kempson@ICSI.Berkeley.EDU: 6/2/94 B. von Stengel ICSI Talk / Exponentially Faster Algorithms for Solving Extensive Games]¥"¥n") nil] nil) Return-Path: Received: from mullin.arc.nasa.gov by medg (4.1/TOC-1.2S) id AA01317; Thu, 26 May 94 19:25:28 EDT Received: by mullin.arc.nasa.gov (4.1/SMI-4.1) id AA19422; Thu, 26 May 94 16:32:56 PDT Date: Thu, 26 May 94 16:32:56 PDT From: pell@mullin.arc.nasa.gov (Barney Pell) Message-Id: <9405262332.AA19422@mullin.arc.nasa.gov> To: games@medg.lcs.mit.edu Subject: [kempson@ICSI.Berkeley.EDU: 6/2/94 B. von Stengel ICSI Talk / Exponentially Faster Algorithms for Solving Extensive Games] Reply-To: pell@ptolemy-ethernet.arc.nasa.gov To: icsi-talk-messages@ICSI.Berkeley.EDU, talk@ICSI.Berkeley.EDU Subject: 6/2/94 B. von Stengel ICSI Talk / Exponentially Faster Algorithms for Solving Extensive Games The International Computer Science Institute is pleased to present a talk: Thursday, June 2, 1994 2:00 p.m. BERNHARD VON STENGEL University of Fed. Armed Forces at Munich GERMANY i51bbvs@rz.unibw-muenchen.de "Exponentially Faster Algorithms for Solving Extensive Games" Game trees (called extensive games) are convenient modeling tools, but their use was limited since solution methods were prohibitively slow. We present a new strategic description for an extensive game that overcomes this prob- lem. Assuming "perfect recall", this description allows a direct representation and efficient computation of "behavior strategies". It is similar to the previously known "normal" strategic form but has LINEAR instead of exponential com- plexity. The equilibria of the game are the solutions to a corresponding small a linear program (LP) for two players and zero-sum payoffs, and to a linear complementarity prob- lem (LCP) for general payoffs. This is joint work with Daphne Koller and Nimrod Megiddo. This talk will be held in the Main Lecture Hall at ICSI. 1947 Center Street, Sixth Floor, Berkeley, CA 94704 (On Center between Milvia and Martin Luther King Jr. Way) ---------------------------------------------------------- Requests to be added to or deleted from the "talk" mailing list should be directed to talk-request@icsi.Berkeley.EDU. ---------------------------------------------------------- +----------------------------------------------------------------------------+ | To get removed from this mailing list (colloq-all), send your request | | to colloq-request@cs.Stanford.EDU. See the weekly summary for more info. | +----------------------------------------------------------------------------+ From pell@mullin.arc.nasa.gov Thu Jun 2 20:27:56 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["1292" "Thu" " 2" "June" "1994" "17:35:46" "PDT" "Barney Pell" "pell@mullin.arc.nasa.gov" nil "28" "learning othello strategies: paper available" nil nil nil "6" nil nil (number " " mark "U Barney Pell Jun 2 28/1292 " thread-indent "¥"learning othello strategies: paper available¥"¥n") nil] nil) Return-Path: Received: from mullin.arc.nasa.gov by medg (4.1/TOC-1.2S) id AA11795; Thu, 2 Jun 94 20:27:56 EDT Received: by mullin.arc.nasa.gov (4.1/SMI-4.1) id AA03890; Thu, 2 Jun 94 17:35:46 PDT Date: Thu, 2 Jun 94 17:35:46 PDT From: pell@mullin.arc.nasa.gov (Barney Pell) Message-Id: <9406030035.AA03890@mullin.arc.nasa.gov> To: games@medg.lcs.mit.edu Subject: learning othello strategies: paper available Reply-To: pell@ptolemy-ethernet.arc.nasa.gov I just found this paper on the neuroprose archives. Below is the bibtex entry I created for it. The url field shows how to retrieve it using mosaic, and also the ftp address. --- Barney % Bibtex entry and summary by Barney Pell @TechReport{moriarty:othello, author = "David Moriarty and Risto Mikkulainen", title = "Evolving Complex Othello Strategies Using Marker-Based Genetic Encoding of Neural Networks", institution = "Department of Computer Sciences, University of Texas at Austin", year = 1993, type = "Technical Report", number = "AI93-206", author_address ="moriarty@cs.utexas.edu", month = "September", url = "ftp://archive.cis.ohio-state.edu/pub/neuroprose/moriarty.othello.ps.Z", annote = "Artificial Evolution of NNs using Marker-Passing genes. Nets train first against random players, and eventually against a 3-ply a-b player based on positional evaluation w/o mobility. Creatures rank board squares, and highest-ranking legal square is chosen as its move. Results: learns to be positional to beat random opponents. Then discovers mobility strategy to beat a-b! " } From levinson@cse.ucsc.edu Mon Jun 27 19:48:56 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["2391" "Mon" "27" "June" "1994" "16:59:24" "-0700" "Bob Levinson" "levinson@cse.ucsc.edu" nil "43" "REMINDER" nil nil nil "6" nil nil (number " " mark "U Bob Levinson Jun 27 43/2391 " thread-indent "¥"REMINDER¥"¥n") nil] nil) Return-Path: Received: from arapaho.cse.ucsc.edu by medg (4.1/TOC-1.2S) id AA18346; Mon, 27 Jun 94 19:48:56 EDT Received: by arapaho.cse.ucsc.edu id AA18942 (5.65c/IDA-1.4.4 for games@medg.lcs.mit.edu); Mon, 27 Jun 1994 16:59:24 -0700 Date: Mon, 27 Jun 1994 16:59:24 -0700 From: Bob Levinson Message-Id: <199406272359.AA18942@arapaho.cse.ucsc.edu> To: games@medg.lcs.mit.edu Subject: REMINDER Call for Papers --------------------------- Special Issue of Computational Intelligence on Games: Planning and Learning. Editors: Susan Epstein (Hunter College-CUNY), Robert Levinson(UC-Santa Cruz), Barney Pell (Nasa Ames Research Center). This issue is inspired by the successful AAAI FALL 1993 Symposium of the same title but is open to all authors and relevant original papers Papers must not have been published in journals or as book chapters before or being currently reviewed for another journal. Authors agree to serve as peer reviewers for up to three articles for the issue and to meet the timetable below. If you intend to submit, and have not yet done so, please send e-mail to levinson@cse.ucsc.edu. Relevant topics include (but are not limited to): Assessing and increasing the generality of game-learning systems, computational implementations of mathematical game analysis, counterplanning, evaluation function learning, feature discovery, learning and using abstraction in game-playing, metareasoning, methodologies for evaluating learning and planning, methods amenable to broader AI problems, psychological theories and models of learning and planning in games, reasoning and planning under uncertainty, reasoning under real-time constraints, selective search, training paradigms for game-learning systems, tradeoffs between learning and planning in games, utility issues in speedup learning, interplay between AI and economic game theory in exploiting compact representations of games for learning and planning. Research must be mature enough to warrant journal publication. Format: Papers should be at least 5000 words long and conform to the formatting standards available anonymous FTP from cs.uregina.ca /pub/ci in author_instructions.txt. Timetable: Deadline for submission of first draft: : Aug 15, 1994 Review period : Aug15 - Nov 1, 1994. Reviews and decisions returned to you : Nov 15, 1994 Revised Manuscripts submitted : Dec. 30, 1994 Publication: Volume 11, Number 4 : Nov. 1995 Submissions: One original and 5 copies to: Prof. Robert Levinson Department of Computer and Information Sciences. 225 Applied Sciences Building. University of California at Santa Cruz Santa Cruz, CA 95060 408-459-2087 FAX: 408-459-4829 From leotech.mv.com!shodsdon@leotech.mv.com Fri Sep 9 18:08:33 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["1765" "Fri" " 9" "September" "1994" "17:35:23" "GMT" "Steve Hodsdon" "shodsdon@leotech.mv.com" nil "46" "Hex Mapping - Information Request" "^From:" nil nil "9" nil nil (number " " mark "U Steve Hodsdon Sep 9 46/1765 " thread-indent "¥"Hex Mapping - Information Request¥"¥n") nil] nil) Return-Path: Received: from mv.mv.com by medg (4.1/TOC-1.2S) id AA23441; Fri, 9 Sep 94 18:08:33 EDT Received: by mv.mv.com (8.6.9/mv(b)/mem-940616) id SAA03530 for games@medg.lcs.mit.edu; Fri, 9 Sep 1994 18:24:17 -0400 Received: by leotech.mv.com (1.65/waf) via UUCP; Fri, 09 Sep 94 17:06:52 EDT for games@medg.lcs.mit.edu Message-Id: X-Mailer: ZipNews Reader/Mailer v0.93b (Beta) From: shodsdon@leotech.mv.com (Steve Hodsdon) To: games@medg.lcs.mit.edu Subject: Hex Mapping - Information Request Date: Fri, 09 Sep 94 17:35:23 GMT (I put this request out on rec.games.design and rec.games.programmer. I just remembered this mailing list so I thought I'd send it to all of you. If this isn't appropriate for this mailing list, then please ignore it.) I'm putting together a FAQ on hex grid algorithms. What I'm looking for is input -- what would *you* like to see included in the FAQ. So far I have Andy Skinner's Hex Lib package, (posted on 1 June 94), Neil Kirby's posting of 30 November 93 that included "range.c" and some excellent answers to the questions posted, Timur Tabi's series of articles first published in OS/2 Monthly on a game he was working on, and some assorted viewpoints that I have saved over the past nine months or so. I'd like to cover the following sections: Internal Data Structures. Distance Calculations. Line of Sight Calculations. Closest Path Calculation. Display Algorithms. Point in Hex. and the latest question that I have seen: Hex Contour Map Calculations. I'd like to get a preliminary version done by the end of the month and released to the net. All those that contribute to it will have a "pre- release" mailed to them to look over and correct any errors that I may introduce. So, if you want something covered that is not on the list or you may have some input on one of the subjects, please feel free to post or email me. Thanks. Steve ----------------------------------------------------------------------------- : It's me that's been dogging your shadow, | shodsdon@netis.mv.com : : It's me that's been a shadowing your dog... | Pragmatic Designs : : 10cc | I *AM* the company! : ----------------------------------------------------------------------------- From deniz@ai.mit.edu Wed Oct 12 12:23:59 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["234" "Wed" "12" "October" "1994" "12:41:52" "EDT" "Deniz Yuret" "deniz@ai.mit.edu" nil "7" "move generation in chess" nil nil nil "10" nil nil (number " " mark "U Deniz Yuret Oct 12 7/234 " thread-indent "¥"move generation in chess¥"¥n") nil] nil) Return-Path: Received: from life.ai.mit.edu by medg (4.1/TOC-1.2S) id AA00287; Wed, 12 Oct 94 12:23:59 EDT Received: from great-grain (great-grain.ai.mit.edu) by life.ai.mit.edu (4.1/AI-4.10) for games@medg.lcs.mit.edu id AA02960; Wed, 12 Oct 94 12:41:54 EDT From: deniz@ai.mit.edu (Deniz Yuret) Received: by great-grain (4.1/AI-4.10) id AA07665; Wed, 12 Oct 94 12:41:52 EDT Date: Wed, 12 Oct 94 12:41:52 EDT Message-Id: <9410121641.AA07665@great-grain> To: games@medg.lcs.mit.edu Subject: move generation in chess Hi, I just started working on a new chess program. I would like to use an efficient move generator. Do you know of any new ideas for move generation on a general purpose serial computer? Could you send me references? best, deniz From gherrity@superc.nosc.mil Wed Oct 12 12:42:10 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["366" "Wed" "12" "October" "1994" "10:00:02" "PDT" "Mike Gherrity" "gherrity@superc.nosc.mil" nil "14" "Re: move generation in chess" nil nil nil "10" nil nil (number " " mark "U Mike Gherrity Oct 12 14/366 " thread-indent "¥"Re: move generation in chess¥"¥n") nil] nil) Return-Path: Received: from superc.nosc.mil by medg (4.1/TOC-1.2S) id AA00390; Wed, 12 Oct 94 12:42:10 EDT Received: from localhost (gherrity@localhost) by superc.nosc.mil (8.6.4/8.6.4) id KAA14874; Wed, 12 Oct 1994 10:00:02 -0700 From: Mike Gherrity Message-Id: <199410121700.KAA14874@superc.nosc.mil> Subject: Re: move generation in chess To: deniz@ai.mit.edu (Deniz Yuret) Date: Wed, 12 Oct 94 10:00:02 PDT Cc: games@medg.lcs.mit.edu In-Reply-To: <9410121641.AA07665@great-grain>; from "Deniz Yuret" at Oct 12, 94 12:41 pm X-Mailer: ELM [version 2.3 PL11] > > Hi, I just started working on a new chess program. I would like to use an > efficient move generator. Do you know of any new ideas for move generation on > a general purpose serial computer? Could you send me references? > > best, > deniz > > I think the GNUCHESS move generator is rather clever. You can get the code at prep.ai.mit.edu I think. mike From deniz@ai.mit.edu Mon Oct 17 21:11:48 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["146" "Mon" "17" "October" "1994" "21:30:02" "EDT" "Deniz Yuret" "deniz@ai.mit.edu" nil "5" "hash tables" nil nil nil "10" nil nil (number " " mark "U Deniz Yuret Oct 17 5/146 " thread-indent "¥"hash tables¥"¥n") nil] nil) Return-Path: Received: from life.ai.mit.edu by medg (4.1/TOC-1.2S) id AA05036; Mon, 17 Oct 94 21:11:48 EDT Received: from great-grain (great-grain.ai.mit.edu) by life.ai.mit.edu (4.1/AI-4.10) for games@medg.lcs.mit.edu id AA22343; Mon, 17 Oct 94 21:30:04 EDT From: deniz@ai.mit.edu (Deniz Yuret) Received: by great-grain (4.1/AI-4.10) id AA10529; Mon, 17 Oct 94 21:30:02 EDT Date: Mon, 17 Oct 94 21:30:02 EDT Message-Id: <9410180130.AA10529@great-grain> To: games@medg.lcs.mit.edu Subject: hash tables Can you suggest any good references on the use of hash tables in chess, (techniques used, empirical results, effects of size etc). thanks, deniz From victor@cs.vu.nl Tue Oct 18 10:19:52 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["126" "Tue" "18" "October" "1994" "07:55:22" "MET" "Victor Allis" "victor@cs.vu.nl" nil "8" "hash tables" nil nil nil "10" nil nil (number " " mark "U Victor Allis Oct 18 8/126 " thread-indent "¥"hash tables¥"¥n") nil] nil) Return-Path: Received: from zephyr.cs.vu.nl by medg (4.1/TOC-1.2S) id AA06452; Tue, 18 Oct 94 10:19:52 EDT Received: from tender.cs.vu.nl by zephyr.cs.vu.nl id aa22229; 18 Oct 94 7:55 MET Date: Tue, 18 Oct 94 7:55:22 MET From: Victor Allis To: games@medg.lcs.mit.edu Subject: hash tables Message-Id: <9410180755.aa00587@tender.cs.vu.nl> Dear Deniz, Dennis Breuker (breuker@cs.rulimburg.nl) is currentely doing research on this subject. Best regards, Victor. From levinson@cse.ucsc.edu Mon Oct 24 23:09:35 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["10545" "Mon" "24" "October" "1994" "20:28:19" "-0700" "Bob Levinson" "levinson@cse.ucsc.edu" nil "230" "Int'l Symposium on Board Games in Academia (CFP)" nil nil nil "10" nil nil (number " " mark "U Bob Levinson Oct 24 230/10545 " thread-indent "¥"Int'l Symposium on Board Games in Academia (CFP)¥"¥n") nil] nil) Return-Path: Received: from pal.cse.ucsc.edu by medg (4.1/TOC-1.2S) id AA07714; Mon, 24 Oct 94 23:09:35 EDT Received: (from levinson@localhost) by pal.cse.ucsc.edu (8.6.9/8.6.9) id UAA21176 for games@medg.lcs.mit.edu; Mon, 24 Oct 1994 20:28:19 -0700 Date: Mon, 24 Oct 1994 20:28:19 -0700 From: Bob Levinson Message-Id: <199410250328.UAA21176@pal.cse.ucsc.edu> To: games@medg.lcs.mit.edu Subject: Int'l Symposium on Board Games in Academia (CFP) Board Games in Academia International Colloquium, April 9-13, 1995, Leiden, The Netherlands Abstracts/Articles/Presentations: The International Colloquium on "Board Games in Academia" invites all scholars interested in game research to submit articles, in particular those scholars who utilize board games in their specific disciplines. The Colloquium intends to discuss the role of board games in academic research and will try to enhance the multi-disciplinary co-operation in games research. All scholars who wish to participate with a presentation of their article are requested to submit abstracts before: February 1, 1995. All abstracts should be written in English and not exceed 500 words. All participants receive a copy of the abstract book at the start of the Colloquium. Those scholars who wish to write descriptive articles on games are requested to submit their articles before: April 30, 1995.These articles will be published in the proceedings of the Colloquium. Priority to the acceptance of articles will be given to articles related to the theme of the colloquium, i.e. those scholars who wish to write on the role of board games in their discipline of academic research. These researchers are requested to submit their theme related articles before: February 15, 1995. These articles will be published prior to the Colloquium. If abstracts and/or articles are accepted the contributors are requested to present their findings at the Colloquium. Presentations are given in English and do not exceed 30 minutes. All speakers will receive a complimentary copy of their publication and they enjoy priority over other participants with their hotel reservations and other preferances. Notes for Contributors: Contributors in English are invited. The length of papers should not exceed 15 pages (double spaced) size A4. Where possible submissions of the paper on disk in addition to the typed manuscript would be appreciated. Apple Macintosh compatible 3.5" disks are accepted; formatted in 'word'. Figures/Tables: Black and white figures must be drawn to a standard suitable for direct reproduction. Coloured figures and photographs can be accepted only if the author provides funding to cover the costs of reproduction. Tables should be drawn without vertical or horizontal rules and contents should be spaced to aid clarity. The approximate position of the table in the text should be shown in the margin of the typescript. It is the author's responsibility to obtain copyright clearance for reproduction of figures and tables and to ensure adequate acknowledgement. Footnotes should not be included. Notes may appear at the end of the main text numbered with Arabic numerals. The Colloquium follows the Harvard system for references: in the text, in brackets, author's name and date of work: in the alphabetical reference list at the end of the paper, name and initials of the author, year of publication, title of book, place of publication, publisher. Page numbers for reference in the text are necessary only inthe case of direct quotations. If the reference is to a periodical the title should be given, volume in Arabic numerals, part number and page numbers. If in doubt, consult the Chicago Manual of Style. Registration form: Last date of registration: April 9 (regular), January 15 (with concert/dinner) Please cross and print: Title: Mr/Mrs/Mss ________ Subtitle: Prof./Dr/Drs/Ir: ________________ Name and initials:______________________________________________________ Institute/department: __________________________________________________ Postal address: ________________________________________________________ Post/Zip code + country: _______________________________________________ Phone/Fax number: ______________________ Number of Companions:__________ Date of arrival: ________________ Date of departure: __________________ By train/air/other: ______________ Diet/special requests: ______________ I wish to attend: * Reception April 9 (evening) Yes/No (free of charge) * Colloquium dinner April 11 (evening) Dfl. 55,- x__ Yes/No Dfl. __________ * Concertgebouw: Dutch Philharmonic Orchestra April 12 (evening) Dfl. 55,- x__ Yes/No Dfl. __________ * Farewell Lunch April 13 (afternoon) Yes/No (free of charge) Registration fee (only if hotel reservations are not requested): before January 15, 1995, Dfl.100,- x__ Yes/No Dfl. __________ after January 15, 1995, Dfl.140,- x__ Yes/No Dfl. __________ Totlal Dfl. __________ *Payment is included as: International Money Order Yes/No Dutch participants: evt. Girobetaalkaart t.n.v. A.J. de Voogt, Baarn, o.v.v. BGAreg. fee. *Charge my (please cross): Diners / Am.ex / Eurocard / Mastercard for the total amount of: Dfl. ________ No cards excepted with expiration dates earlier than April 1, 1995. Card number:_ _ _ _-_ _ _ _ _ _-_ _ _ _ _ Expiration date: _ _/_ _ _____________________________________________________________________________ Signature: Date: Hotel reservations: Hotels in Leiden have only limited availability during the days of the Colloquium. Therefore, the organization commitee has reserved a number of rooms in the hotels listed below. Registration fee is included in the package. Priority will be given to participants from overseas. Kindly send your reservations with payments (enclosed/credit card) to the organization committee before February 1, 1995 (Rates for double rooms, see other form): 1. Hotel de Witte Singel Centre of Leiden, budget hotel. incl. reg. fee. breakfast, taxes, April 9-13 (4 nights) Dfl. 375, _______ 2. Hotel Nieuw Minerva or Hotel De Doelen Centre of Leiden, middle class hotels. incl. reg. fee, breakfast, taxes, April 9-13 (4 nights) Dfl. 575, _______ 3. Hotel Golden Tulips *** Centre of Leiden, upper class hotel. incl. reg. fee, breakfast. taxes, April 9-13 (4 nights) Dfl. 875, _______ Please, indicate your second choice to guarantee a reservation: Hotel de Witte Singel / Hotel Nieuw Minerva - De Doelen / Hotel Golden tulip Optional extra nights after April 13 (deducted from total amount if not available): 1. Dfl. 70,- p.p.p.n. x number of nights ____ = Dfl. _____________ 2. Dfl. 120,-p.p.p.n. x numberof nights ____ = Dfl. _____________ 3. Dfl. 195,-p.p.p.n. x numberof nights ____ = Dfl. _____________ Total costs hotel (registration fee is included): Dfl. _____________ Name and initials: _______________________________________________ Postal address: _______________________________________________ Post/Zip code and country: _______________________________________ *Payment is included as: International Money Order Yes/No Dutch participants: evt. Girobetaalkaart t.n.v. A..l. de Voogt, Baanl, o.v.v. BGA hotel package. *Charge my (please cross): Diners / Amex / Eurocard / Mastercard for the total amount of: Dfl. ________ No cards excepted with expiration dates earlier than April 1, 1995. Card number: _ _ _ _-_ _ _ _ _ _-_ _ _ _ _ Expiration date: _ _/_ _ ____________________________________________________________________________ Signature: Date: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Abstract to be submitted before February 1, 1995. Article title: __________________________________ Perspective: __________________________________ (e.g. comp.science,philosophy history, etc., or state 'descriptive') Presentation title (if different from article): _______________________________ Overhead: Yes/No Slides: Yes/No Demonstration There is a possibility to demonstrate board games in a seperate room during the various tea and coffee breaks. Those who wish to demonstrate the game(s) of their lecture before or after their presentation are requested to indicate which game(s) and how many of these games they intend to bring. Kind of game(s): ___________________________ Number of boards: ___________________________ Befor/after the presentation: ________________ Please, be aware that the organization cannot be held responsible for any damage or loss of game boards. Insurance Please provide your own travel, accident, and other personel insurance. The organization cannot be held responsible for the cancellation of the Colloquium in unforseen circumstances. We, therefore, recommend a cancellation insurance for your hotel and travel arrangements. Cancellation If you wish to cancel your registration, your registration fee will be partly (50%) reimbursed if cancelled before February 1, 1995. After this date, fees cannot be reimbursed. If you wish to leve the Colloquium earlier than scheduled, then the organisation should be informed 24 hours beforehand to prevent unnecessary hotel charges. Other changes in your reservation should be made in close cooperation with the organisation; however, most changes will not be possible after February 1, 1995. Companions/double rooms There are special rates/packages available for double rooms. If you wish to book a double room, pleade indicate `double' on your hotle reservation form and return it with your registration and the following amounts for four nights. Please also indicate a second choice: f 525,- Hotel de Witte Singel, each extra night f 110,- f 775,- Hotel Nieuw Minderva/De Doelen, each extra night f 170,- f 1025,- Hotel Golden Tulip, each extra night f 235,- Companions who do not participate in the Colloquium still have the opportunity to participate in the excursion/concert. Indicate the number of people on the registration form and enclose the right amount. It should be noted that the multi-disciplinary character of the Colloquium and the various demonstrations will make the Colloquium enjoyable to both compnaions and participants. Hotel confirmation/Travel arrangements You will receive a confirmation of your hotel room after payments have been completed. If extra nights are not available the amount for extra nights on your reservation form will be reimbursed/not charged on your credit card. The American Express Travel Service offices are recommended for this Colloquium's travel arrangements. We expect them to co-operate for your flight/train arrangements as much as possible. From levinson@cse.ucsc.edu Tue Oct 25 15:41:20 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["82" "Tue" "25" "October" "1994" "13:00:05" "-0700" "Bob Levinson" "levinson@cse.ucsc.edu" nil "5" "Contact person for Board Games in Academia Symposium" nil nil nil "10" nil nil (number " " mark "U Bob Levinson Oct 25 5/82 " thread-indent "¥"Contact person for Board Games in Academia Symposium¥"¥n") nil] nil) Return-Path: Received: from arapaho.cse.ucsc.edu by medg (4.1/TOC-1.2S) id AA09776; Tue, 25 Oct 94 15:41:20 EDT Received: (from levinson@localhost) by arapaho.cse.ucsc.edu (8.6.9/8.6.9) id NAA13620 for games@medg.lcs.mit.edu; Tue, 25 Oct 1994 13:00:05 -0700 Date: Tue, 25 Oct 1994 13:00:05 -0700 From: Bob Levinson Message-Id: <199410252000.NAA13620@arapaho.cse.ucsc.edu> To: games@medg.lcs.mit.edu Subject: Contact person for Board Games in Academia Symposium Alexander J. de Voogt Da Costalaan 1 3743 HT Baarn The Netherlands (31)2154-30697 From leotech.mv.com!shodsdon@leotech.mv.com Tue Nov 1 22:36:28 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["4597" "Tue" " 1" "November" "1994" "22:41:35" "-0000" "Steve Hodsdon" "shodsdon@leotech.mv.com" nil "83" "Problem w/ Dictionary Encoding" nil nil nil "11" nil nil (number " " mark "U Steve Hodsdon Nov 1 83/4597 " thread-indent "¥"Problem w/ Dictionary Encoding¥"¥n") nil] nil) Return-Path: Received: from mv.mv.com by medg (4.1/TOC-1.2S) id AA29531; Tue, 1 Nov 94 22:36:28 EST Received: by mv.mv.com (8.6.9/mv(b)/mem-940616) id WAA17779 for games@medg.lcs.mit.edu; Tue, 1 Nov 1994 22:55:44 -0500 Received: by leotech.mv.com (1.65/waf) via UUCP; Tue, 01 Nov 94 22:38:42 EST for games@medg.lcs.mit.edu From: shodsdon@leotech.mv.com (Steve Hodsdon) Message-Id: Date: Tue, 01 Nov 1994 22:41:35 -0000 (GMT) To: games@medg.lcs.mit.edu Subject: Problem w/ Dictionary Encoding X-Mailer: ZipNews Reader/Mailer v0.93b (Beta) Hello all, I am currently designing a program that plays Boggle, the word search game. One of the first design problems that I have hit upon is an algorithm that can fill in the 4X4 matrix with a good mix of letters. What I mean is, I want the player to be able to find valid words on the board, not just some randomly placed letters. (You see, I wanted to be able to generate each board as the game is being played, not have some "board data base" that has a mass of pre-generated boards. However, if I can't come up with a fast way to generate a board on the fly, I'll have to go the pre-generated route.) The first step in creating the boards is finding how the letters of each word in the dictionary relate to each other. I have the Scientific American (December '83) Computer Recreations column on "A progress report on the fine art of turning literature into drivel." Brian Hayes (BH) writes: "The conversion of literature into gibberish is done in two stages. First a text is 'read' by the program, and certain statistical properties are extracted and recorded. The statistics define the probability that any given letter of the alphabet follows another letter, or another sequence of letters in the source text." Well, so far, so good. This is exactly what I want to do. I need to find a method that will show the probability of one letter following another. BH writes: "The root of the idea is that a letter's probability of appearing at a given point in written english depends strongly on the preceding letters. ... The procedure, then, is to set up a separate frequency table, for each symbol in the character set. The frequencies are recorded in a two-dimensional array with 28 rows and 28 columns, for a total of 784 elements." (He uses the 26 alphabetic characters, the space, and the apostrophe.) This is referred to as "second-order random text." More refinement is needed. I'm assuming that I'm looking at the first two letters of each word. Is this frequency table valid for the "middle" of the words? No, I can see letter pairs in the middle of words that can not be at the start of any words. What am I to do? BH writes: "The next step should be obvious. A third-order algorithm chooses each letter in the random text according to probabilities determined by the two preceding letters. This calls for a three-dimensional array with 28 planes, each plane being made up of 28 rows of 28 columns." Brian then goes on to describe even higher orders of approximation along with storage requirements. A fourth order table will require more than 600K of memory. There must be a way to compress this storage requirement. I have a paper by Steven Gordon entitled: _A Comparison Between Probabilistic Search and Weighted Heuristics in a Game With Incomplete Information_, (Published in _Games: Planning & Learning_, published by the AAAI Press.) This is an interesting paper on Scrabble strategies. Also included in it is a couple of references to papers on "a compact representation for a large lexicon and a fast algorithm for each possible move in a given Scrabble position." One reference is: A. Appel and G. Jacobson, 'The world's fastest Scrabble program', Commun. ACM, 31,(5), 572-578, 585 (May 1988). (This is the reference to a paper that I was looking for in a previous post.) (As an aside, can anyone help me get a copy of this paper? I can't get access to any of the "old" Communications of the ACM.) The other reference is to a yet un-published paper (by S Gordon) entitled: 'A faster Scrabble move generation algorithm', submitted back on 3/93. (Has this been published yet? If so, where?) Well, this was a long-winded introduction to my main question. I *think* that having a compact way to represent the dictionary in memory and being able to encode the frequency tables should be related. Does the Appel & Jacobson paper describe how the encode the Scrabble dictionary in enough detail for me to program it? Does anyone know of a program that does this sort of analysis work that I want to do? Many thanks in advance, Steve ----------------------------------------------------------------------------- : It's me that's been dogging your shadow, | shodsdon@netis.mv.com : : It's me that's been a shadowing your dog... | Pragmatic Designs : : 10cc | I *AM* the company! : ----------------------------------------------------------------------------- From mpf@medg.lcs.mit.edu Mon Nov 28 19:22:29 1994 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["307" "Mon" "28" "November" "1994" "19:45:01" "EST" "Michael P. Frank" "mpf@medg.lcs.mit.edu" nil "8" "Volunteer needed to maintain games list." nil nil nil "11" nil nil (number " " mark "U Michael P. Frank Nov 28 8/307 " thread-indent "¥"Volunteer needed to maintain games list.¥"¥n") nil] nil) Return-Path: Received: from luke (luke.lcs.mit.edu) by medg (4.1/TOC-1.2S) id AA10445; Mon, 28 Nov 94 19:22:29 EST From: mpf@medg.lcs.mit.edu (Michael P. Frank) Received: by luke (4.1/TOC-1.1C) id AA19443; Mon, 28 Nov 94 19:45:01 EST Date: Mon, 28 Nov 94 19:45:01 EST Message-Id: <9411290045.AA19443@luke> To: games Subject: Volunteer needed to maintain games list. I'm looking for a volunteer to maintain the games mailing list, since I am no longer actively involved in computer game-playing research. If you're interested in seeing the games list continue, please volunteer. If you don't know how to maintain a mailing list already, I can show you (it's easy). -Mike From matsubar@etl.go.jp Tue Jan 31 22:50:12 1995 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["1508" "Wed" "1" "February" "1995" "12:41:41" "JST" "Hitoshi Matsubara" "matsubar@etl.go.jp" nil "54" "game programming workshop'95 in Japan" nil nil nil "2" nil nil (number " " mark "U Hitoshi Matsubara Feb 1 54/1508 " thread-indent "¥"game programming workshop'95 in Japan¥"¥n") nil] nil) Received: from etlpost.etl.go.jp by medg.lcs.mit.edu (4.1/TOC-1.2S) id AA18242; Tue, 31 Jan 95 22:50:12 EST Received: from etlpom.etl.go.jp by etlpost.etl.go.jp (8.6.9+2.4W/2.7W) id MAA10140; Wed, 1 Feb 1995 12:54:31 +0900 Return-Path: Received: by etlpom.etl.go.jp (4.1/6.4J.6-ETLpom.MASTER) id AA04204; Wed, 1 Feb 95 12:54:30 JST Received: by etlhit.etl.go.jp (4.1/6.4J.6-ETL.SLAVE) id AA25911; Wed, 1 Feb 95 12:41:41 JST Date: Wed, 1 Feb 95 12:41:41 JST From: matsubar@etl.go.jp (Hitoshi Matsubara) Message-Id: <9502010341.AA25911@etlhit.etl.go.jp> To: games@medg.lcs.mit.edu Subject: game programming workshop'95 in Japan Second Game Programming Workshop in Japan: Call for Papers The purpose of this workshop is to promote computer game- playing researches, especially those on computer Shogi (Japanese Chess) and computer Go. Title: Second Game Programming Workshop in Japan Sponsorship: (Japan) Computer Shogi Association Co-sponsorship: Japan Computer Go Association Date: September 23-25, 1995 Place: Hakone Seminar House, Kanagawa, JAPAN (Accomodation: Japanese-style room) Official languages: Japanese/English (no interpretation) Expected number of participants: 80 people Registration fee: 30,000 yen (Student 15,000 yen) Process: 1. Submitted papers will be reviewed by the organizing committee. 2. Authors must submit 3 printed copies of their extended abstract (about 2000 characters in Japanese or about 500 words in English) to the following address. For those who can submit electronically, please submit materials in plain, unformatted text to gpw@etl.go.jp. 3. The length of the final(camera-ready) papers must be at most 10 pages on A4 or 8 1/2'' x 11'' size. Schedule: 1.Deadline of extended abstract: April 29th, 1995 2.Notification: May 26th, 1995 3.Deadline of final(camera-ready) paper: August 19th, 1995 Contact(chair of organizing committee): Hitoshi Matsubara Electrotechnical Laboratory Machine Inference Section 1-1-4 Umezono, Tsukuba, Ibaraki, 305 JAPAN tel:+81-298-58-5917 fax:+81-298-58-5918 e-mail: gpw@etl.go.jp From king@cs.cuhk.hk Wed Feb 1 00:19:44 1995 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["6008" "Wed" "1" "February" "1995" "13:22:26" "+0800" "Irwin K. King" "king@cs.cuhk.hk" nil "180" "Call for Papers - Computer Strategy Game Programming Workshop" nil nil nil "2" nil nil (number " " mark "U Irwin K. King Feb 1 180/6008 " thread-indent "¥"Call for Papers - Computer Strategy Game Programming Workshop¥"¥n") nil] nil) Return-Path: Received: from cucs18.cs.cuhk.hk by medg.lcs.mit.edu (4.1/TOC-1.2S) id AA18500; Wed, 1 Feb 95 00:19:44 EST Received: by cucs18.cs.cuhk.hk (5.57/Ultrix3.0-C) id AA17977; Wed, 1 Feb 95 13:22:26 +0800 From: king@cs.cuhk.hk (Dr. Irwin K. King) Message-Id: <9502010522.AA17977@cucs18.cs.cuhk.hk> Subject: Call for Papers - Computer Strategy Game Programming Workshop To: icca@cs.rulimburg.nl, games@medg.lcs.mit.edu, computer-go-request@comlab.oxford.ac.uk Date: Wed, 1 Feb 1995 13:22:26 +0800 (HKT) Cc: king@cs.cuhk.hk (Dr. Irwin K. King) X-Mailer: ELM [version 2.4 PL23] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 6008 WORKSHOP ANNOUNCEMENT AND CALL FOR PARTICIPATION ************************************************ (Abstract submission deadline: March 1, 1995) Computer Strategy Game Programming Workshop in conjunction with The ICCA 8th Computer Chess World Championships The Chinese University of Hong Kong, Shatin, Hong Kong Friday May 26th, 1995 Workshop organized by the Department of Information Engineering Department of Computer Science and Department of Electrical Engineering, Faculty of Engineering, The Chinese University of Hong Kong In conjunction with the ICCA's 8th World Computer Chess Championship (WCCC) held during the same period, the Computer Strategy Game Programming (CSGP) workshop intends to bring together researchers and practitioners who are interested in computer strategy game programming. The objective of the workshop is to provide a discussion platform for all interested in theoretical and applied aspects of game programming and to promote collaboration between researchers in academia and industry. Papers are invited for both oral and poster presentation. Oral presentations will be allocated 20-30 minutes (15-25 mins for presentation and 5 mins for questions). Authors interested in the above computer game programming workshop are invited to send an extended abstract in English (no more than two pages) outlining the principal point(s) to be made (containing title, authors, and affiliations) and a cover page (containing title, authors, affiliations, contact author, full address of the contact author, telephone, fax number, and email of the contact author) to the workshop coordinator listed below before March 1, 1995. Fax and electronic submissions are accepted for the extended abstracts only. Final notification of acceptance/rejection will be mailed by March 22, 1995. All authors wishing to have their accepted papers included in the workshop proceeding must supply a full manuscript by May 10, 1995. These will be simply bound and distributed to workshop attendees. All workshop participants are welcome to observe ICCA's 8th Computer Chess World Championship. Attendance is included in the workshop registration fee. Workshop Topics =============== All aspects of computer strategy game programming including theory, algorithm, analysis, interface design, etc. are welcomed. Games include, but are not limited to chess, go, shogi, and other strategy games (e.g., Diplomacy) will be discussed. Workshop Cost ============= The registration fee is expected to be HKD $350 (HKD $150 for students). Important Dates =============== Submission of Abstracts of Papers : March 1, 1995 Acceptance Notification : March 22, 1995 Final Paper Due : May 10, 1995 All correspondence and submission of abstracts/papers should be sent to: Dr. Irwin King CSGPW Coordinator Department of Computer Science The Chinese University of Hong Kong Shatin, New Territories Hong Kong Phone: +(852) 2609-8398 Fax: +(852) 2603-5024 Email: king@cs.cuhk.hk Tentative Workshop Schedule =========================== Computer Strategy Game Programming Workshop Friday May 26, 1995 HSH Auditorium, The Chinese University ----------------------------------------------------------------------- 8:30 Coffee and registration 8:50 Opening Address 9:00 - 10:20 Workshop Presentation 10:20 - 10:40 Coffee Break 10:40 - 12:00 Workshop Presentation 12:00 - 2:00 Lunch 2:00 - 3:40 Workshop Presentation 3:40 - 4:00 Coffee Break ----------------------------------------------------------------------- General Information: ==================== Date: May 25, ICCA 8th WCCC Opening Ceremony May 26, Computer Strategy Game Programming Workshop May 25 - 29, 4:00 pm to 8:00 pm, Round 1-5 of ICCA 8th WCCC Tournament May 29 - 30, Final Round of ICCA 8th WCCC Tournament May 30, 12:00 pm, ICCA 8th WCCC Award Ceremony Venue: ====== The conference will be held at the Engineering Building, the Chinese University of Hong Kong, Shatin, Hong Kong. Climate: ======== May is summertime in Hong Kong and the average maximum day-time temperature in Hong Kong is between 23-28 degC (74-82 degF). Expect rain (average of 285 mm in May) and humid weather conditions. Hotel Accommodation: ==================== Attendees may register at the hotel of their choice, but the closest hotel to the Chinese University is the Royal Park Hotel, (address telephone, etc.), Reservation: Ms. Kimmie Mak (852) 2694-3892, Fax: (852) 2601-3666. A superior/twin room costs HKD $900/night. Workshop participants must specify that they are "CUHK ICCA Workshop" attendees to avail themselves of the above rates. Workshop Registration: ====================== The workshop registration fee is expected to be HKD $350 (HKD $150 for qualified students who include a "certificate of student status" from their academic advisor) which includes a copy of the workshop proceeding, coffee breaks, and a lunch. Those wishing to register should send a check or money order in HKD payable to "The Chinese University" with the following information to: Ms. Zee Au Din CSGP Workshop Registration Department of Computer Science The Chinese University of Hong Kong Shatin, New Territories Hong Kong zee@cs.cuhk.hk Tel: (852) 2609-8441 Fax: (852) 2603-5024 NAME: _________________________________________ ADDRESS: _________________________________________ _________________________________________ _________________________________________ PHONE: ___________________ FAX: ___________________ EMAIL: ___________________________________________ Note: (1) Late registrations will be accepted on-site, but places at the luncheon are limited, so advance email to Ms. Zee at zee@cs.cuhk.hk would be appreciated. (2) The exchange rate as of January 1995 is USD $1 = HKD $7.72. From mpf Tue Feb 7 02:03:42 1995 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["6430" "Tue" "7" "February" "1995" "15:01:03" "+0800" "Irwin K. King" "king@cs.cuhk.hk" nil "195" "Call For Papers - The Computer Strategy Game Programming Workshop" nil nil nil "2" nil nil (number " " mark "U Irwin K. King Feb 7 195/6430 " thread-indent "¥"Call For Papers - The Computer Strategy Game Programming Workshop¥"¥n") nil] nil) Return-Path: king@cs.cuhk.hk Received: from cucs18.cs.cuhk.hk (cucs18.cs.cuhk.hk [137.189.4.19]) by medg.lcs.mit.edu (8.6.9/8.6.9) with SMTP id CAA01222 for ; Tue, 7 Feb 1995 02:03:18 -0500 Received: by cucs18.cs.cuhk.hk (5.57/Ultrix3.0-C) id AA16389; Tue, 7 Feb 95 15:01:05 +0800 From: king@cs.cuhk.hk (Dr. Irwin K. King) Message-Id: <9502070701.AA16389@cucs18.cs.cuhk.hk> Subject: Call For Papers - The Computer Strategy Game Programming Workshop To: icca@cs.rulimburg.nl, games@medg.lcs.mit.edu, computer-go-request@comlab.ox.ac.uk Date: Tue, 7 Feb 1995 15:01:03 +0800 (HKT) Cc: king@cs.cuhk.hk (Dr. Irwin K. King) X-Mailer: ELM [version 2.4 PL23] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 6430 Noting the short time frame for authors to prepare for the workshop, the organizing committee has made some modifications to the submission policy of the CSGP workshop. A new version of the announcement is provided below. WORKSHOP ANNOUNCEMENT AND CALL FOR PARTICIPATION ************************************************ (Extended Abstract Submission Deadline: April 23, 1995) COMPUTER STRATEGY GAME PROGRAMMING WORKSHOP in conjunction with The ICCA 8th Computer Chess World Championships The Chinese University of Hong Kong, Shatin, Hong Kong Friday May 26th, 1995 Workshop organized by the Department of Information Engineering Department of Computer Science and Department of Electronic Engineering, Faculty of Engineering, The Chinese University of Hong Kong In conjunction with the ICCA's 8th World Computer Chess Championship (WCCC) held during the same period, the Computer Strategy Game Programming (CSGP) workshop intends to bring together researchers and practitioners who are interested in computer strategy game programming. The objective of the workshop is to provide a discussion platform for all interested in theoretical and applied aspects of game programming and to promote collaboration between researchers in academia and industry. Papers are invited for both oral and poster presentation. Oral presentations will be allocated 20-30 minutes (15-25 mins for presentation and 5 mins for questions). Authors interested in the above computer game programming workshop are invited to send 3 copies of an extended abstract in English (no more than six pages containing title, authors, and affiliations) and a cover page (containing title, authors, affiliations, contact author, full address of the contact author, telephone, fax number, and email of the contact author) to the workshop coordinator listed below before April 23, 1995. To have a better coordination, we strongly recommend the interested authors to fill out and submit the questionnaire form at the end of this announcement. Papers will be refereed by a local committee. Final notification of acceptance/rejection will be emailed to authors by May 5, 1995. All accepted papers will be simply bound and distributed to workshop attendees. All workshop participants are welcome to observe ICCA's 8th Computer Chess World Championship. Attendance is included in the workshop registration fee. Workshop Topics =============== All aspects of computer strategy game programming including theory, algorithm, analysis, interface design, etc. are welcomed. Games include, but are not limited to chess, go, shogi, and other strategy games (e.g., Diplomacy) will be discussed. Workshop Cost ============= The registration fee is expected to be HKD $350 (HKD $150 for students). Important Dates =============== Submission of Abstracts of Papers : April 23, 1995 Acceptance Notification : May 5, 1995 All correspondence and submission of abstracts/papers should be sent to: Dr. Irwin King CSGPW Coordinator Department of Computer Science The Chinese University of Hong Kong Shatin, New Territories Hong Kong Phone: +(852) 2609-8398 Fax: +(852) 2603-5024 Email: king@cs.cuhk.hk Tentative Workshop Schedule =========================== Computer Strategy Game Programming Workshop Friday May 26, 1995 HSH Auditorium, The Chinese University ----------------------------------------------------------------------- 8:30 Coffee and registration 8:50 Opening Address 9:00 - 10:20 Workshop Presentation 10:20 - 10:40 Coffee Break 10:40 - 12:00 Workshop Presentation 12:00 - 2:00 Lunch 2:00 - 3:40 Workshop Presentation 3:40 - 4:00 Coffee Break ----------------------------------------------------------------------- General Information: ==================== Date: May 25, ICCA 8th WCCC Opening Ceremony May 26, Computer Strategy Game Programming Workshop May 25 - 29, 4:00 pm to 8:00 pm, Round 1-5 of ICCA 8th WCCC Tournament May 29 - 30, Final Round of ICCA 8th WCCC Tournament May 30, 12:00 pm, ICCA 8th WCCC Award Ceremony Venue: ====== The conference will be held at the Engineering Building, the Chinese University of Hong Kong, Shatin, Hong Kong. Climate: ======== May is summertime in Hong Kong and the average maximum day-time temperature in Hong Kong is between 23-28 degC (74-82 degF). Expect rain (average of 285 mm in May) and humid weather conditions. Hotel Accommodation: ==================== Attendees may register at the hotel of their choice, but the closest hotel to the Chinese University is the Royal Park Hotel, (address telephone, etc.), Reservation: Ms. Kimmie Mak (852) 2694-3892, Fax: (852) 2601-3666. A superior/twin room costs HKD $900/night. Workshop participants must specify that they are "CUHK ICCA Workshop" attendees to avail themselves of the above rates. Workshop Registration: ====================== The workshop registration fee is expected to be HKD $350 (HKD $150 for qualified students who include a "certificate of student status" from their academic advisor) which includes a copy of the workshop proceeding, coffee breaks, and a lunch. Those wishing to register should send a check or money order in HKD payable to "The Chinese University" with the following information to: Ms. Zee Au Din CSGP Workshop Registration Department of Computer Science The Chinese University of Hong Kong Shatin, New Territories Hong Kong zee@cs.cuhk.hk Tel: (852) 2609-8441 Fax: (852) 2603-5024 Registration/Questionnaire Form NAME: _________________________________________ ADDRESS: _________________________________________ _________________________________________ _________________________________________ PHONE: ___________________ FAX: ___________________ EMAIL: ___________________________________________ I plan to submit an extended abstract by April 23, 1995: YES [ ] NO [ ] Title of Abstract :_________________________________ Type of Presentation: Oral [ ] Poster [ ] Note: (1) Late registrations will be accepted on-site, but places at the luncheon are limited, so advance email to Ms. Zee at zee@cs.cuhk.hk or king@cs.cuhk.hk would be appreciated. (2) The exchange rate as of January 1995 is USD $1 = HKD $7.70. From mpf Tue Feb 7 10:06:57 1995 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["6935" "Tue" "7" "February" "1995" "07:11:47" "-0800" "Bob Levinson" "levinson@cse.ucsc.edu" nil "208" "COMPUTER STRATEGY GAME PROGRAMMING WORKSHOP" nil nil nil "2" nil nil (number " " mark "U Bob Levinson Feb 7 208/6935 " thread-indent "¥"COMPUTER STRATEGY GAME PROGRAMMING WORKSHOP¥"¥n") nil] nil) Return-Path: levinson@cse.ucsc.edu Received: from pal.cse.ucsc.edu (pal.cse.ucsc.edu [128.114.7.23]) by medg.lcs.mit.edu (8.6.9/8.6.9) with ESMTP id KAA02911 for ; Tue, 7 Feb 1995 10:06:56 -0500 Received: (from levinson@localhost) by pal.cse.ucsc.edu (8.6.9/8.6.9) id HAA02524 for games@medg.lcs.mit.edu; Tue, 7 Feb 1995 07:11:47 -0800 Date: Tue, 7 Feb 1995 07:11:47 -0800 From: Bob Levinson Message-Id: <199502071511.HAA02524@pal.cse.ucsc.edu> To: games@medg.lcs.mit.edu Subject: COMPUTER STRATEGY GAME PROGRAMMING WORKSHOP >From king@cs.cuhk.hk Mon Feb 6 23:05:47 1995 From: king@cs.cuhk.hk (Dr. Irwin K. King) Subject: Call For Papers - The Computer Strategy Game Programming Workshop To: bosch@bommel.cs.rulimburg.nl, levinson@cse.ucsc.edu, matsubar@etl.go.jp, newborn@opus.cs.mcgill.ca, DavidL@intrsrch.demon.co.uk, marsland@csd.hku.hk, hktsang@ee.cuhk.hk (Hon K. Tsang) X-Mailer: ELM [version 2.4 PL23] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 6411 Noting the short time frame for authors to prepare for the workshop, the organizing committee has made some modifications to the submission policy of the CSGP workshop. A new version of the announcement is provided below. WORKSHOP ANNOUNCEMENT AND CALL FOR PARTICIPATION ************************************************ (Extended Abstract Submission Deadline: April 23, 1995) COMPUTER STRATEGY GAME PROGRAMMING WORKSHOP in conjunction with The ICCA 8th Computer Chess World Championships The Chinese University of Hong Kong, Shatin, Hong Kong Friday May 26th, 1995 Workshop organized by the Department of Information Engineering Department of Computer Science and Department of Electronic Engineering, Faculty of Engineering, The Chinese University of Hong Kong In conjunction with the ICCA's 8th World Computer Chess Championship (WCCC) held during the same period, the Computer Strategy Game Programming (CSGP) workshop intends to bring together researchers and practitioners who are interested in computer strategy game programming. The objective of the workshop is to provide a discussion platform for all interested in theoretical and applied aspects of game programming and to promote collaboration between researchers in academia and industry. Papers are invited for both oral and poster presentation. Oral presentations will be allocated 20-30 minutes (15-25 mins for presentation and 5 mins for questions). Authors interested in the above computer game programming workshop are invited to send 3 copies of an extended abstract in English (no more than six pages containing title, authors, and affiliations) and a cover page (containing title, authors, affiliations, contact author, full address of the contact author, telephone, fax number, and email of the contact author) to the workshop coordinator listed below before April 23, 1995. To have a better coordination, we strongly recommend the interested authors to fill out and submit the questionnaire form at the end of this announcement. Papers will be refereed by a local committee. Final notification of acceptance/rejection will be emailed to authors by May 5, 1995. All accepted papers will be simply bound and distributed to workshop attendees. All workshop participants are welcome to observe ICCA's 8th Computer Chess World Championship. Attendance is included in the workshop registration fee. Workshop Topics =============== All aspects of computer strategy game programming including theory, algorithm, analysis, interface design, etc. are welcomed. Games include, but are not limited to chess, go, shogi, and other strategy games (e.g., Diplomacy) will be discussed. Workshop Cost ============= The registration fee is expected to be HKD $350 (HKD $150 for students). Important Dates =============== Submission of Abstracts of Papers : April 23, 1995 Acceptance Notification : May 5, 1995 All correspondence and submission of abstracts/papers should be sent to: Dr. Irwin King CSGPW Coordinator Department of Computer Science The Chinese University of Hong Kong Shatin, New Territories Hong Kong Phone: +(852) 2609-8398 Fax: +(852) 2603-5024 Email: king@cs.cuhk.hk Tentative Workshop Schedule =========================== Computer Strategy Game Programming Workshop Friday May 26, 1995 HSH Auditorium, The Chinese University ----------------------------------------------------------------------- 8:30 Coffee and registration 8:50 Opening Address 9:00 - 10:20 Workshop Presentation 10:20 - 10:40 Coffee Break 10:40 - 12:00 Workshop Presentation 12:00 - 2:00 Lunch 2:00 - 3:40 Workshop Presentation 3:40 - 4:00 Coffee Break ----------------------------------------------------------------------- General Information: ==================== Date: May 25, ICCA 8th WCCC Opening Ceremony May 26, Computer Strategy Game Programming Workshop May 25 - 29, 4:00 pm to 8:00 pm, Round 1-5 of ICCA 8th WCCC Tournament May 29 - 30, Final Round of ICCA 8th WCCC Tournament May 30, 12:00 pm, ICCA 8th WCCC Award Ceremony Venue: ====== The conference will be held at the Engineering Building, the Chinese University of Hong Kong, Shatin, Hong Kong. Climate: ======== May is summertime in Hong Kong and the average maximum day-time temperature in Hong Kong is between 23-28 degC (74-82 degF). Expect rain (average of 285 mm in May) and humid weather conditions. Hotel Accommodation: ==================== Attendees may register at the hotel of their choice, but the closest hotel to the Chinese University is the Royal Park Hotel, (address telephone, etc.), Reservation: Ms. Kimmie Mak (852) 2694-3892, Fax: (852) 2601-3666. A superior/twin room costs HKD $900/night. Workshop participants must specify that they are "CUHK ICCA Workshop" attendees to avail themselves of the above rates. Workshop Registration: ====================== The workshop registration fee is expected to be HKD $350 (HKD $150 for qualified students who include a "certificate of student status" from their academic advisor) which includes a copy of the workshop proceeding, coffee breaks, and a lunch. Those wishing to register should send a check or money order in HKD payable to "The Chinese University" with the following information to: Ms. Zee Au Din CSGP Workshop Registration Department of Computer Science The Chinese University of Hong Kong Shatin, New Territories Hong Kong zee@cs.cuhk.hk Tel: (852) 2609-8441 Fax: (852) 2603-5024 Registration/Questionnaire Form NAME: _________________________________________ ADDRESS: _________________________________________ _________________________________________ _________________________________________ PHONE: ___________________ FAX: ___________________ EMAIL: ___________________________________________ I plan to submit an extended abstract by April 23, 1995: YES [ ] NO [ ] Title of Abstract :_________________________________ Type of Presentation: Oral [ ] Poster [ ] Note: (1) Late registrations will be accepted on-site, but places at the luncheon are limited, so advance email to Ms. Zee at zee@cs.cuhk.hk would be appreciated. (2) The exchange rate as of January 1995 is USD $1 = HKD $7.70. From mpf Tue Jun 20 13:47:14 1995 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["861" "Tue" "20" "June" "1995" "10:53:39" "PDT" "Barney Pell" "pell@ptolemy-ethernet.arc.nasa.gov" nil "18" "A Game-Learning Tournament" nil nil nil "6" nil nil (number " " mark "U Barney Pell Jun 20 18/861 " thread-indent "¥"A Game-Learning Tournament¥"¥n") nil] nil) Return-Path: pell@ptolemy-ethernet.arc.nasa.gov Received: from ptolemy.arc.nasa.gov (ptolemy-fddi1.arc.nasa.gov [128.102.113.7]) by medg.lcs.mit.edu (8.6.9/8.6.9) with SMTP id NAA10886 for ; Tue, 20 Jun 1995 13:47:13 -0400 Received: from barney.arc.nasa.gov by ptolemy.arc.nasa.gov (4.1/) id for games@medg.lcs.mit.edu; Tue, 20 Jun 95 10:53:39 PDT Date: Tue, 20 Jun 95 10:53:39 PDT From: Barney Pell Message-Id: <9506201753.AA24375@ptolemy.arc.nasa.gov> Received: by barney.arc.nasa.gov (4.1/SMI-4.1) id AA29070; Tue, 20 Jun 95 10:53:33 PDT To: games@medg.lcs.mit.edu Subject: A Game-Learning Tournament Reply-To: pell@ptolemy-ethernet.arc.nasa.gov Here's a pointer to a simple game-learning tournament. This article is from comp.ai. -- Barney ---------------------------------------------------------------------- The International Institute for Applied Systems Analysis (IIASA; Laxenburg, Austria) is sponsoring a genetic-algorithm tournament to study rules by which people might learn to play games. A set of simple games is being developed. Rules submitted by contestants will be paired to see which learns fastest; winners will advance through reinforcement and "natural selection." Submissions are due by 11/1/95. For rules, write to or see . Queries to . [Young/Foster , comp.ai, 5/20/95. David Joslin.] ---------------------------------------------------------------------- From mpf Tue Jul 4 09:47:10 1995 Status: O X-VM-v5-Data: ([nil t nil nil nil nil nil nil nil] ["6389" "Tue" "4" "July" "1995" "22:42:23" "JST" "Hitoshi Matsubara" "matsubar@etl.go.jp" nil "253" "CFP for GPW'95 (latex version)" nil nil nil "7" nil nil (number " " mark "U Hitoshi Matsubara Jul 4 253/6389 " thread-indent "¥"CFP for GPW'95 (latex version)¥"¥n") nil] nil) Return-Path: matsubar@etl.go.jp Received: from etlpost.etl.go.jp (etlpost.etl.go.jp [192.31.197.33]) by medg.lcs.mit.edu (8.6.9/8.6.9) with ESMTP id JAA28609 for ; Tue, 4 Jul 1995 09:47:05 -0400 Received: from etlpom.etl.go.jp by etlpost.etl.go.jp (8.6.9+2.4W/2.7W) id WAA22879; Tue, 4 Jul 1995 22:54:29 +0900 Received: by etlpom.etl.go.jp (4.1/6.4J.6-ETLpom.MASTER) id AA26841; Tue, 4 Jul 95 22:54:28 JST Received: by etlhit.etl.go.jp (4.1/6.4J.6-ETL.SLAVE) id AA21023; Tue, 4 Jul 95 22:42:23 JST Date: Tue, 4 Jul 95 22:42:23 JST From: matsubar@etl.go.jp (Hitoshi Matsubara) Message-Id: <9507041342.AA21023@etlhit.etl.go.jp> To: games@medg.lcs.mit.edu Subject: CFP for GPW'95 (latex version) ¥documentstyle[11pt]{article} ¥begin{document} ¥noindent {¥LARGE Game Programming Workshop in Japan '95:¥¥ Call for Participations:} ¥vspace*{3mm} The purpose of this workshop is to promote computer game-playing researches, especially those on computer Shogi (Japanese Chess) and computer Go. ¥begin{itemize} ¥item Title: Game Programming Workshop in Japan '95 ¥item Sponsorship: (Japan) Computer Shogi Association ¥item Co-sponsorship: Japan Computer Go Association ¥item Date: September 23-25, 1995 ¥item Place: Hakone Seminar House, 845 Sengoku-bara, Hakone, Ashigara-shimo-gun, Kanagawa, JAPAN¥¥ tel:+81-460-4-9211¥¥ ¥item Official languages: Japanese/English¥ (no interpretation) ¥item Expected number of participants: 100 people ¥item Registration fee: 30,000 yen ¥ ¥ (Student 15,000 yen)¥¥ including proceedings, 2-night stay in a Japanese-style room shared with some other participants, suppers of 23rd and 24th, breakfasts of 24th and 25th , lunch of 24th.¥¥ Please pay your fee by cash on site. ¥item Deadline of Application: August 19th, 1995 ¥item Applicaiton and Contact:¥¥ Registration form should be directed to:¥¥ ¥vspace*{3mm} Hitoshi Matsubara¥¥ Electrotechnical Laboratory¥¥ Machine Inference Section¥¥ 1-1-4 Umezono, Tsukuba, Ibaraki, 305 JAPAN¥¥ tel:+81-298-58-5917 ¥ ¥ fax:+81-298-58-5918¥¥ e-mail: matsubar@etl.go.jp¥¥ ¥item Local Arrangement:¥¥ Inquires on the location, accomodation, ground transportation etc. should be directed to:¥¥ ¥vspace*{3mm} Hiroyuki Iida¥¥ Electrotechnical Laboratory¥¥ Machine Inference Section¥¥ 1-1-4 Umezono, Tsukuba, Ibaraki, 305 JAPAN¥¥ tel:+81-298-58-5915 ¥ ¥ fax:0298-58-5918¥¥ e-mail: iida@etl.go.jp¥¥ ¥end{itemize} ¥newpage {¥large Registration Form} ¥begin{itemize} ¥item Name: ¥item Sex: ¥item Company/Univ.: ¥item Address: ¥item City: ¥item State: ¥item Zip: ¥item Telephone: ¥item Fax: ¥item Registation Rates (please check ): 30,000 yen ¥ ¥ 15,000 yen ¥end{itemize} ¥newpage {¥large Tentative program of Game Programming Workshop in Japan '95 } ¥begin{verbatim} 23 September,1995 (Saturday) 13:15 - 14:00 (Sanechika, chair) An Experimental Study on Computer GO (S) Hiroshi Kawata (Kinki University) Knowledge Collection in Playing Go (S) *Makoto Yoshida,*Kei Maruyama,**Masao Maruyama, *Eiichi Hayakawa,*Mitarou Namiki and *Nobumasa Takahashi (*Tokyo University of Agriculture and Technology, (**Kisarazu National College of Technology) Implementation of a Go playing system using LANKA (a language for describing knowledge in the game of Go) (S) Masao Maruyama et al. (Kisarazu National College of Technology) 14:30 - 15:30 (Sanechika, chair) Unconditional Death in Tsumego (L) Shigeru Kondo (Gunma University), Kensuke Shimizu (Gunma University), Takeshiro Yoshikawa (Yoshikawado Co.Ltd.) Applicability of KPV method to IGO (L) Morihiko TAJIMA and Noriaki SANECHIKA (Electrotechnical Laboratory) 16:00 - 17:00 (Itoh, chair) Neural Network and GA Applied to Shogi (L) H. Tokuda and Y. Kotani (Tokyo Univ of Agri & Tech) The prediction of an opponent's move to think on opponent's time effectively (S) M. Fujii, H. Iida and Y. Kotani (Tokyo Univ of Agri & Tech) Some considerations on Next-move tests of Shogi (S) Hitoshi Matsubara and Hiroyuki Iida (Electrotechnical Laboratory) 24 September (Sunday) 9:15 - 10:30 (Saito, chair) A Guide to Computer Go Resources on the Internet (S) Jay Burmeister and Janet Wiles (Univ. of Queensland, Australia) The Integration of Cognitive Knowledge into Perceptual Representations in Computer Go (L) Jay Burmeister and Janet Wiles (Univ. of Queensland, Australia) Cognitive modelling of the human Go player