By Guillaume Chaslot, Christophe Fiter, Jean-Baptiste Hoock (auth.), H. Jaap van den Herik, Pieter Spronck (eds.)
This quantity constitutes the completely refereed post-conference complaints of the 12th Advances in computing device video games convention, ACG 2009, held in Pamplona, Spain, in could 2009. The 20 revised complete papers provided have been conscientiously reviewed and chosen from forty-one submissions for inclusion within the ebook. the subjects addressed include Monte-Carlo tree seek, Bayesian modeling, selective seek, brute strength, clash solution, fixing video games, optimization, thought discovery, incongruity idea, and information coverage.
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Additional resources for Advances in Computer Games: 12th International Conference, ACG 2009, Pamplona Spain, May 11-13, 2009. Revised Papers
1 Game Rules In Settlers of Catan, the players take the role of settlers inhabiting an island. They collect resources by suitable positioning of their settlements. They use these resources to build new settlements, cities, roads, and developments. The goal of the game is to be the ﬁrst player who gains at least 10 victory points. Detailed descriptions of the rules can be easily found on the internet. Below, we summarize the rules (omitting many details). Game board and resources. The game board representing the island is randomly assembled from 19 hexagonal tiles forming a large hexagon (Figure 1 displays an example game board in our SmartSettlers program).
3 Greedy In the Greedy strategy the evaluation function is more directly applied for selecting moves: the move leading to the position with the highest evaluation score is selected. However, because evaluating every move is time consuming, we evaluate only moves that have a good potential for being the best. For this strategy it means that only the k -best moves according to their transition probabilities are fully evaluated. As in the Evaluation Cut-Oﬀ strategy, when a move leads to a position with an evaluation over a preset threshold, the play-out is stopped and scored as a win.
The game board representing the island is randomly assembled from 19 hexagonal tiles forming a large hexagon (Figure 1 displays an example game board in our SmartSettlers program). Each tile represents a ﬁeld that provides one of the ﬁve types of resources: wood, clay, sheep, wheat or ore. There is also one desert which does not produce anything. Each non-desert tile has a production number. Several of the sea tiles surrounding the island contain a port. There is a robber on the island, initially residing in the desert.