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  • 1
    Online Resource
    Online Resource
    Berlin [u.a.] : Springer
    Keywords: Data structures (Computer science) ; Data structures (Computer science) ; Computer science ; Computer graphics ; Social sciences. ; Humanities. ; Application software. ; Artificial intelligence ; Computer Science ; Computer Graphics ; Data Structures
    Description / Table of Contents: A catalog of (multi-dimensional) searching problems -- Local rebuilding (balancing) -- Partial rebuilding -- Global rebuilding -- Order decomposable set problems -- Decomposable searching problems -- Batched dynamization -- Searching in the past -- Final comments and open problems.
    Type of Medium: Online Resource
    Pages: Online-Ressource (VII, 181 S.)
    Edition: 1. ed., 2. printing
    ISBN: 9783540409618
    Series Statement: Lecture notes in computer science 156
    Language: English
    Note: Literaturverz. S. [172] - 179 , Teilw. zugl.: Diss.
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  • 2
    Online Resource
    Online Resource
    Berlin, Heidelberg : Springer Berlin Heidelberg
    Keywords: Computer graphics ; Computer science ; Data structures (Computer science) ; Computer Science
    Type of Medium: Online Resource
    Pages: Online-Ressource
    ISBN: 9783540409618
    Series Statement: Lecture Notes in Computer Science 156
    RVK:
    RVK:
    Language: English
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  • 3
    Online Resource
    Online Resource
    New York, NY : Springer Science+Business Media Inc
    Keywords: Medicine ; Medical records Data processing ; Emergency medicine ; Medicine & Public Health ; Emergency medicine ; Medical records Data processing ; Medicine ; Computers, Handheld ; Medical Informatics ; Software ; CD-ROM ; Klinische Medizin ; Notepad-Computer ; Klinische Medizin ; Notepad-Computer ; Notepad-Computer ; Medizinische Informatik ; Notepad-Computer ; Medizinische Informatik
    Description / Table of Contents: "Have you ever wanted to calculate the predicted peak flow for one of your asthmatic patients without spending valuable minutes searching for that confounded little slide rule gizmo? Wouldn't it be great if you could somehow remember all Mrs. Jones' medications when the nursing home calls to see if it's OK to treat her acutely elevated blood pressure with some atenolol? Handheld computers are emerging as the stethoscopes of the twenty-first century, and no clinician should be without this essential tool. These small, easy-to-use devices are now powerful enough to help clinicians manage information and make medical decisions at the point of care. This comprehensive how-to guide targets all levels of handheld computer users, from novices to experts, and demonstrates how to make the most of handheld computers in any medical practice. Designed with easy-to-understand, hands-on exercises for each new skill presented, this book begins with choosing a handheld and ""getting to know"" your new device. It then progresses through downloading and installing software, using charge capture and e-prescription programs, Internet and evidence-based resources for your device, designing and programming your own programs, and going wireless. Written by three experienced family medicine clinicians, Handhelds in Medicine is designed to improve every day practice for any busy health professional. There are chapters written for and by nearly every health professional, including nurses, physician assistants and speech pathologists. The book also includes a CD-ROM with a comprehensive collection of medical software that can be installed to your handheld (trial versions) or purchased via the Web. Reviews of handheld devices and websites will be kept current at www.handheldsinmedicine.com"
    Type of Medium: Online Resource
    Pages: Online-Ressource (XX, 463 p. 633 illus. With CD-ROM, digital)
    ISBN: 9780387270463
    Series Statement: SpringerLink
    RVK:
    Language: English
    Note: Includes bibliographical references and index , Choosing a Handheld Computer: PDAs, MDAs, and the Alphabet Soup of Handheld Computers; Getting to Know Your Handheld: Palm OS and Pocket PC; Getting Software from Cyberspace to the Palm of Your Hand: Downloading and Installing Software on Your Palm OS or Pocket PC Handheld; "Where in the World Wide Web Do I Find All This Stuff?" Finding Medical Software and Information on the Web for Handheld Computers; What Floor Is Mrs. Jones on, and What Does Her CBC Look Like Today? Patient Records on Handheld Computers; Calculator Programs for Handheld Computers: Crunching the Numbers Made Easy , Medical References: Information at Your FingertipsGetting Paid for What You Do: Avoid Losing Your Shirt by Using a Handheld Computer for Billing; Electronic Prescribing: Drug Dealing Twenty-First Century Style; Medical Documents in Your Pocket; Capturing Life in the Palm of Your Hand: Getting Rid of the Yellow Stickies by Using a Handheld Database; Software for Nursing: RNs Are Mobilizing; Software for Other Healthcare Professionals: Hey, What About Me?; Evidence-Based Medicine and Handhelds; Wireless 101; Programmable Calculators , How to Make Your Own Database: Programming a Simple Procedure LogCreating Your Own Programs; Beyond the Beam: Server-Based Synchronization; Teaching People to Use Handheld Computers
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  • 4
    Online Resource
    Online Resource
    Totowa, NJ : Humana Press Inc
    Keywords: Medicine ; Nutrition ; Gastroenterology ; Medicine & Public Health ; Gastroenterology ; Nutrition ; Medicine ; Gastrointestinal Diseases diet therapy ; Nutrition Physiology ; Gastrointestinal Diseases diet therapy ; Gastrointestinal Diseases complications ; Nutrition Therapy methods ; Nutritional Physiological Phenomena
    Description / Table of Contents: This volume serves as a hands-on, practical reference in nutrition support for the clinical gastroenterologist and for other clinicians with similar interests. The book offers expert nutritional knowledge and management ideas. It also provides methodology for combating problems such as short bowel syndrome, inflammatory bowel disease, celiac disease and obesity.
    Type of Medium: Online Resource
    Pages: Online-Ressource (digital)
    ISBN: 9781597453202
    Series Statement: Clinical Gastroenterology
    Language: English
    Note: Includes bibliographical references and index , Front Matter; Nutritional Assessment; Malnutrition and Disease Outcomes; Nutrition in Inflammatory Bowel Disease; Nutrition Aspects of Liver Failure; Nutrition and Acute Pancreatitis; Celiac Disease; Nutrition in Gastrointestinal Cancer; Management of the Short Bowel Syndrome; Management of the Obese Patient; Enteral Access and Enteral Nutrition; Parenteral Nutrition; Vascular Access for Parenteral Nutrition; Nutrition-Based Home Care; Back Matter
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  • 5
    Keywords: Computer science-Congresses. ; Electronic books.
    Type of Medium: Online Resource
    Pages: 1 online resource (173 pages)
    Edition: 1st ed.
    ISBN: 9783319149233
    Series Statement: Communications in Computer and Information Science Series ; v.504
    DDC: 794.8
    Language: English
    Note: Intro -- Preface -- Organization -- Table of Contents -- Minimizing Simple and Cumulative Regret in Monte-Carlo Tree Search -- 1 Introduction -- 2 Monte-Carlo Tree Search -- 2.1 UCT -- 3 Regret -- 3.1 Cumulative and Simple Regret -- 3.2 Regret in MCTS -- 4 Regret Minimization -- 4.1 Sequential Halving -- 5 Sequential Halving Applied to Trees -- 6 A Hybrid MCTS -- 7 Experiments and Results -- 7.1 Results -- 8 Conclusion and Future Research -- References -- On Robustness of CMAB Algorithms: Experimental Approach -- 1 Introduction -- 2 Background -- 3 CMAB Algorithms with Linear Side-Information -- 3.1 NMC -- 3.2 LSI -- 4 Problem Statement -- 5 Robustness Analysis of NMC and LSI -- 5.1 Turn-Taking Variant of RTS -- 5.2 Variance of Evaluations -- 6 Conclusion -- References -- Job-Level Algorithms for Connect6Opening Position Analysis -- 1 Introduction -- 2 Previous Work -- 2.1 Connect6 and NCTU6 -- 2.2 Job-Level Proof-Number Search (JL-PNS) -- 2.3 Other JL or JL-Like Methods for Opening Book Generation -- 3 Heuristic Metrics for JL-PNS -- 3.1 Node Count -- 3.2 Proof-Number/Disproof-Number Ratio -- 3.3 Minimax Evaluation Value -- 3.4 Hybrid Metric -- 4 Job-Level Upper Confidence Tree -- 4.1 Algorithm Description -- 4.2 Upper Confidence Bound Function -- 4.3 Pre-update Phase -- 4.4 Heuristic Metrics -- 5 Experiments and Discussion -- 5.1 JL-PNS vs. JL-UCT -- 5.2 Measuring the Quality of Various Heuristic Metrics -- 6 Conclusion -- References -- Monte-Carlo Tree Search and Minimax Hybrids with Heuristic Evaluation Functions -- 1 Introduction -- 2 Background -- 3 Related Work -- 4 Hybrid Algorithms -- 4.1 MCTS with Informed Rollouts (MCTS-IR) -- 4.2 MCTS with Informed Cutoffs (MCTS-IC) -- 4.3 MCTS with Informed Priors (MCTS-IP) -- 5 Experimental Results -- 5.1 Games -- 5.2 Game Properties -- 5.3 Experiments with MCTS-IR -- 5.4 Experiments with MCTS-IC. , 5.5 Experiments with MCTS-IP -- 5.6 Comparison of Algorithms -- 5.7 Combination of Algorithms -- 6 Conclusion and Future Research -- References -- Monte-Carlo Tree Search for the Game of ``7 Wonders -- 1 Introduction -- 2 ``7 Wonders'' Game Description -- 3 Monte-Carlo Tree Search -- 3.1 UCT Description -- 3.2 Progressive Widening -- 4 MCTS and 7 Wonders -- 4.1 Handling Partial Information -- 5 Managing Trading Decisions -- 6 Experiments and Results -- 6.1 Rule-Based AI Implementation -- 6.2 Experimental Setting -- 6.3 MCTS against Simple AI -- 6.4 Comparison of MCTS with Different Parameters -- 7 Conclusion and Future Research -- References -- Small and Large MCTS Playouts Applied to Chinese Dark Chess Stochastic Game -- 1 Introduction -- 2 Related Work -- 3 Stochastic MCTS -- 3.1 With Group Nodes -- 3.2 With Chance Nodes -- 4 Experiments -- 4.1 Fast Policies -- 4.2 Reducing the Number of Drawn Games -- Group Nodes vs. Chance Nodes -- 5 Conclusion -- References -- On the Complexity of General Game Playing -- 1 Introduction -- 2 The Game Description Language -- 3 Turing Machines and Complexity Classes -- 4 Upper Bounds -- 5 Lower Bounds -- 6 Conclusion -- References -- Efficient Grounding of Game Descriptions with Tabling -- 1 Introduction -- 2 The Game Description Language -- 3 Instantiation of GDL Rules -- 3.1 Overview -- 3.2 Eliminating (or T1 T2 …Tn) Terms -- 3.3 Adding Input and Base Predicates -- 3.4 Eliminating Not, Renaming True and Does -- 3.5 Removing Static Terms -- 3.6 Adding the Side Effect and Introducing a New Symbol -- 3.7 Tabling Predicates and Creating the Instantiation Query -- 4 Computing Input and Base -- 4.1 Iterative Method -- 4.2 One Step Method -- 5 Experimental Results -- 5.1 Computing Input and Base -- 5.2 Instantiation of the Rules -- 6 Comparison with Other Works -- 6.1 The GGPBase Flattener. , 6.2 The Kissmann and Edelkamp Approach -- 7 Conclusion -- References -- SHPE: HTN Planning for Video Games -- 1 Introduction -- 2 SHPE: Simple Hierarchical Planning Engine -- 2.1 Planning Data Representation -- 2.2 Algorithm -- Operating the Planner -- 3 Planning Domain Design and Pre-compilation -- 3.1 High Level Modeling Language -- 3.2 Domain Pre-compilation -- 4 Performance Evaluations -- 4.1 The SimpleFPS Planning Domain -- 4.2 Experiments -- 5 Conclusion -- References -- Predicting Player Disengagement in Online Games. -- 1 Introduction -- 2 Background -- 2.1 Game Telemetry -- 2.2 Game Data Mining and Player Modelling -- 2.3 Decision Tree -- 2.4 Feature Selection -- 3 Games -- 3.1 I Am Playr -- 3.2 Lyroke -- 4 Methodology -- 4.1 Data Collection -- 4.2 Data Labelling -- 4.3 Model -- 4.4 Evaluation Metrics -- 5 Result and Discussion -- 6 Related Work -- 7 Conclusion -- References -- Coordinating Dialogue Systems and Stories through Behavior Composition -- 1 Introduction -- 2 The Uncommon Crime Scene (UCS) Scenario -- 2.1 The Target Behavior as FSM -- 2.2 Game Script -- 2.3 Character Behaviors as FSMs -- 2.4 Controller Generator -- 2.5 Design and Debugging of the Storyline -- 3 Unity Mini-game -- 3.1 Non-player Characters -- 3.2 Jaco -- 3.3 Dialogue Interactions -- 4 Further Applications -- 5 Related Work and Discussion -- 6 Conclusions -- References -- Author Index.
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  • 6
    Keywords: Computer games-Congresses. ; Electronic books.
    Type of Medium: Online Resource
    Pages: 1 online resource (188 pages)
    Edition: 1st ed.
    ISBN: 9783319579696
    Series Statement: Communications in Computer and Information Science Series ; v.705
    DDC: 794.8
    Language: English
    Note: Intro -- Preface -- Computer Games Workshop -- GIGA Workshop -- Organization -- Contents -- Computer Games Workshop 2016 -- NeuroHex: A Deep Q-learning Hex Agent -- 1 Motivation, Introduction, Background -- 1.1 Motivation -- 1.2 The Game of Hex -- 1.3 Related Work -- 1.4 Overview of this Work -- 1.5 Reinforcement Learning -- 1.6 Deep Q-learning -- 2 Method -- 2.1 Problem Structure -- 2.2 State Representation -- 2.3 Model -- 2.4 Position Database -- 2.5 Mentoring -- 2.6 Q-learning Algorithm -- 3 Results -- 4 Discussion and Conclusion -- 5 Future Work -- References -- Deep or Wide? Learning Policy and Value Neural Networks for Combinatorial Games -- 1 Introduction -- 2 Case Study: TicTacToe -- 2.1 Automated Generation of Games -- 2.2 Defining the Network -- 2.3 Training the Network -- 2.4 Using the Network -- 3 Case Study: SameGame -- 3.1 Randomized State-Space Search -- 3.2 Generating the Training Data -- 3.3 Defining the Network -- 3.4 Training the Network -- 3.5 Using the Network -- 4 Conclusion -- References -- Integrating Factorization Ranked Features in MCTS: An Experimental Study -- 1 Introduction -- 2 Factorization Bradley-Terry Model for Move Prediction Problem -- 3 Integrating FBT Knowledge in MCTS -- 4 Experiments -- 4.1 Feature Knowledge for Move Selection in Fuego -- 4.2 Training Settlement for FBT Model -- 4.3 Setup -- 4.4 Experimental Results -- 5 Conclusion and Future Work -- References -- Nested Rollout Policy Adaptation with Selective Policies -- 1 Introduction -- 2 Related Work -- 3 Selective Policies -- 3.1 Bus Regulation -- 3.2 SameGame -- 3.3 Weak Schur Numbers -- 4 Experimental Results -- 4.1 Bus Regulation -- 4.2 SameGame -- 4.3 Weak Schur Numbers -- 5 Conclusion -- References -- A Rollout-Based Search Algorithm Unifying MCTS and Alpha-Beta -- 1 Introduction -- 2 Background -- 2.1 MCTS -- 2.2 Rollout-Based Alpha-Beta. , 3 Related Work -- 4 MCTS- -- 5 Experimental Results -- 5.1 Test Domain -- 5.2 Performance of MCTS- -- 6 Conclusion and Future Research -- References -- Learning from the Memory of Atari 2600 -- 1 Introduction -- 2 The Setting of the Experiment -- 2.1 Games -- 2.2 Technical Architecture -- 2.3 Network Architectures -- 3 Plain Approach -- 4 Regularization -- 5 Decreasing Learning Rate -- 6 Frame Skip -- 7 Mixing Screen and Memory -- 8 RAM Visualization -- 9 Conclusions -- 10 Future Work -- 10.1 Games with More Refined Logic -- 10.2 More Sophisticated Architecture and Better Hyperparameters -- 10.3 Recurrent Neural Networks and Patterns of Memory Usage -- 10.4 Patterns as Finite State Machines -- A Parameters -- References -- Clustering-Based Online Player Modeling -- 1 Introduction -- 2 Related Work -- 3 Application Environment -- 4 Methodology -- 4.1 Individual Player Models -- 4.2 Generate Response -- 5 Environment Considerations -- 5.1 Initial Data Capture Experiment -- 5.2 State Representation -- 5.3 Trajectory Comparison -- 6 Experiment and Results -- 6.1 Experiment Settings -- 6.2 Individual Player Modeling Results -- 6.3 Individual Player Model Insight Generation -- 7 Conclusions and Future Work -- References -- AI Wolf Contest - Development of Game AI Using Collective Intelligence - -- Abstract -- 1 Introduction -- 2 Challenges for Incomplete-Information Games -- 2.1 Studies on the Werewolf Game -- 3 AI Wolf Project -- 3.1 What Is "Are You a Werewolf?" -- 3.2 Roadmap of AI Wolf Project -- 4 AI Wolf Platform -- 4.1 Architecture of the AI Wolf Platform -- 4.2 Development of an AI Wolf Agent -- 4.3 AI Wolf Protocol -- 5 The First WIC -- 5.1 Rules of the Competition -- 5.2 Participants -- 5.3 Results of the Competition -- 5.4 Analysis of the Final Competition -- 5.5 Discussion -- 6 Conclusion and Future Work -- Acknowledgements -- References. , Semantic Classification of Utterances in a Language-Driven Game -- Abstract -- 1 Introduction -- 2 Agent Architecture -- 3 Background: One Night Ultimate Werewolf -- 4 Multilabel and Multiclass Semantic Classification -- 4.1 Classifiers -- 4.2 Classification -- 5 Evaluation -- 5.1 Data Collection -- 5.2 Experimental Setup -- 5.3 Results -- 5.4 Discussion -- 6 Related Work -- 7 Conclusions and Future Work -- References -- General Intelligence in Game-Playing Agents 2016 -- Optimizing Propositional Networks -- 1 Introduction -- 2 Background -- 2.1 The Game Description Language -- 2.2 The PropNet -- 3 PropNet Implementation -- 4 Optimizations -- 4.1 Opt0: Remove Constant-Value Components -- 4.2 Opt1: Remove Anonymous Propositions -- 4.3 Opt2: Detect and Remove Constant-Value Components -- 4.4 Opt3: Remove Output-Less Components -- 5 Empirical Evaluation -- 5.1 Setup -- 5.2 Comparison of Single Optimizations -- 5.3 Comparison of Combined Optimizations -- 5.4 Comparison of PropNet and Prover -- 5.5 Game Playing Performance -- 6 Conclusion and Future Work -- References -- Grounding GDL Game Descriptions -- 1 Introduction -- 2 Related Work -- 3 Game Description Language (GDL) -- 4 Restrictions -- 5 Grounding -- 6 Experiments -- 7 Conclusion -- References -- A General Approach of Game Description Decomposition for General Game Playing -- 1 Introduction -- 2 Preliminaries -- 2.1 The Game Description Language -- 2.2 Types of Compound Games -- 3 Method -- 3.1 Grounding and Creation of a Logic Circuit -- 3.2 Building a Dependency Graph -- 3.3 Subgoal-Predicates to Fix Over-Decomposition -- 3.4 Compound Moves and Meta-Action Sets -- 3.5 Serial Games -- 3.6 Multiple Games and Useless Subgames -- 4 Experiments -- 5 Conclusion and Future Work -- References -- Author Index.
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  • 7
    Online Resource
    Online Resource
    Wiesbaden :Springer Vieweg. in Springer Fachmedien Wiesbaden GmbH,
    Keywords: Machine learning. ; Neural networks (Computer science). ; Electronic books.
    Type of Medium: Online Resource
    Pages: 1 online resource (76 pages)
    Edition: 1st ed.
    ISBN: 9783658322687
    Series Statement: Essentials Series
    DDC: 006.31
    Language: German
    Note: Intro -- Was Sie in diesem essential finden können -- Inhaltsverzeichnis -- 1 Einführung -- 2 Maschinelles Lernen ohne neuronale Netzwerke -- 2.1 Hauptkomponentenanalyse -- 2.1.1 HKA Algorithmus -- 2.1.2 Kernbasierte HKA -- 2.2 Lineare Methoden des überwachten Lernens -- 2.2.1 Lineare Regression -- 2.2.2 Lineare Klassifikationsmethode -- 3 Neuronale Netzwerke und überwachtes Lernen -- 3.1 Ein Neuron als Funktion -- 3.2 Ein einfaches neuronales Netz -- 3.3 Training -- 3.4 Ein elementares Beispiel: MNIST -- 3.5 Regularisierung -- 3.6 Convolutional Neural Networks -- 3.6.1 Der Convolutional Layer -- 3.6.2 Pooling -- 3.6.3 Beispiel: DNA-Klassifizierung -- 3.6.4 Beispiel: Fortgeschrittenes MNIST -- 3.7 Rekurrentes neuronales Netz -- 4 Unüberwachtes Lernen -- 4.1 Begrenzte Boltzmann-Maschinen -- 4.1.1 Training eines RBM -- 4.1.2 Beispiel: Bildrekonstruktion/Rauschentfernung -- 4.2 Ein RNN unüberwacht trainieren -- 4.3 Autoencoder -- 4.3.1 Variationelle Autoencoder -- 4.4 Generative Adversarial Networks -- 5 Interpretierbarkeit von neuronalen Netzwerken -- 5.1 Dreaming und das Extrapolationsproblem -- 5.2 Rauschanfälligkeit von Netzwerken -- 5.3 Autoencoder interpretieren -- 6 Schlusskommentare -- Was Sie aus diesem essential mitnehmen können -- Bibliotheken für maschinelles Lernen.
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  • 8
    Online Resource
    Online Resource
    Berlin, Heidelberg :Springer Berlin / Heidelberg,
    Keywords: Electronic books.
    Type of Medium: Online Resource
    Pages: 1 online resource (302 pages)
    Edition: 1st ed.
    ISBN: 9783642906756
    Series Statement: Struktur und Eigenschaften der Materie in Einzeldarstellungen Series ; v.19
    Language: German
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  • 9
    Online Resource
    Online Resource
    San Diego :Elsevier Science & Technology,
    Keywords: Radioactive waste disposal. ; Electronic books.
    Type of Medium: Online Resource
    Pages: 1 online resource (228 pages)
    Edition: 1st ed.
    ISBN: 9780128137390
    DDC: 363.7289
    Language: English
    Note: Front Cover -- Nuclear Waste Management Strategies: An International Perspective -- Copyright -- Contents -- Chapter 1 Introduction -- 1.1 Background -- 1.2 The non-dilemma, dilemma? -- 1.3 Nuclear waste management compartments -- 1.4 The concept of legal stability -- 1.5 The concept of legal legitimacy -- References -- Chapter 2 Nuclear waste characterization -- 2.1 Classification systems study -- 2.1.1 International wheelchair basketball classification -- 2.1.2 Southern Africa beef carcass classification system -- 2.2 Nuclear waste management classification system -- References -- Chapter 3 Waste management techniques -- 3.1 Nuclear fuel reprocessing -- 3.1.1 Aqueous reprocessing and pyroprocessing -- 3.2 Interim storage methods -- 3.2.1 Spent fuel pool -- 3.2.2 Dry cask storage -- 3.3 Geologic repository -- 3.3.1 Multi-national geologic repository -- 3.3.1.1 The SAPIEER project -- References -- Further reading -- Chapter 4 International nuclear waste management framework -- 4.1 International nuclear convention -- 4.1.1 General safety requirements for spent nuclear fuel -- 4.1.2 Siting of a proposed facility -- 4.1.3 Design, assessment, and operation -- 4.1.4 Regulatory framework and regulatory body -- 4.2 Economics and nuclear financing -- References -- Further reading -- Chapter 5 Nuclear liability -- 5.1 Background/history -- 5.2 International nuclear liability conventions -- References -- Further reading -- Chapter 6 Smorgasbord: An international overview of nation states -- 6.1 Eurasia -- 6.1.1 European Union -- 6.1.2 EU law -- 6.1.2.1 Treaty establishing the European Atomic Energy Community (Euratom) -- Brexit and Euratom -- 6.1.2.2 EU directive on waste management -- 6.1.3 République française or The Republic of France (France) -- 6.1.3.1 Historical overview and law -- 6.1.3.2 Government and legislative regime. , Legislative framework -- 6.1.3.3 Nuclear waste management -- Permanent disposal -- 6.1.4 The United Kingdom of Great Britain and Northern Ireland (UK) -- 6.1.4.1 Historical overview and law -- Government and legislative regime -- 6.1.4.2 Legislative framework -- 6.1.4.3 Nuclear waste management -- Permanent disposal -- 6.1.5 Bundesrepublik Deutschland or Federal Republic of Germany (Germany) -- 6.1.5.1 Historical overview and law -- 6.1.5.2 Government and legislative regime -- Legislative framework -- 6.1.5.3 Nuclear waste disposal -- Permanent disposal -- 6.1.6 Suomen tasavalta or Republic of Finland (Finland) -- 6.1.6.1 Historical overview and law -- 6.1.6.2 Government and legislative regime -- Legislative framework -- 6.1.6.3 Nuclear waste disposal -- Permanent disposal -- 6.1.7 Konungariket Sverige or Kingdom of Sweden (Sweden) -- 6.1.7.1 Historical overview and law -- 6.1.7.2 Government and legislative regime -- Legislative framework -- 6.1.7.3 Nuclear waste disposal -- Permanent disposal -- 6.2 Russian Federation or Российская Федерация (Russia) -- 6.2.1 Historical overview and law -- 6.2.2 Government and legislative regime -- 6.2.2.1 Corruption -- 6.2.2.2 Legislative framework -- 6.2.3 Nuclear waste management -- 6.2.3.1 Permanent disposal -- 6.3 North America -- 6.3.1 United States of America (US) -- 6.3.1.1 Historical overview and law -- 6.3.1.2 Government and legislative regime -- Legislative framework -- 6.3.1.3 Nuclear waste management -- Permanent disposal -- 6.3.2 Canada -- 6.3.2.1 Historical overview and law -- 6.3.2.2 Government and legislative regime -- Legislative framework -- 6.3.2.3 Nuclear waste management -- Final disposal -- 6.4 Asian Continent -- 6.4.1 State of Japan or 日本国 Nippon-koku or Nihon-koku (Japan) -- 6.4.1.1 Historical overview and law -- 6.4.1.2 Government and legislative regime -- Corruption. , Legislative framework -- 6.4.1.3 Nuclear waste management -- Permanent disposal -- 6.4.2 People's Republic of China or 中华人民共和国 (China) -- 6.4.2.1 Historical overview and law -- 6.4.2.2 Government and legislative regime -- Corruption -- Legislative framework -- 6.4.2.3 Nuclear waste management -- Permanent disposal -- 6.4.3 Republic of Korea or (South Korea) -- 6.4.3.1 Historical overview and law -- 6.4.3.2 Government and legislative regime -- Corruption -- Legislative framework -- 6.4.3.3 Nuclear waste management -- Permanent disposal -- 6.4.4 The Republic of India or Hindi इंडिया (India) -- 6.4.4.1 Historical overview and law -- 6.4.4.2 Government and legislative regime -- Corruption -- Legislative framework -- 6.4.4.3 Nuclear waste management -- Permanent disposal -- 6.5 Southern hemisphere -- 6.5.1 Argentine Republic or República Argentina (Argentina) -- 6.5.1.1 Historical overview and law -- 6.5.1.2 Government and Legislative regime -- Corruption -- Legislative framework -- 6.5.1.3 Nuclear waste management -- Permanent disposal -- 6.5.2 Federative Republic of Brazil or República Federativa do Brasil (Brazil) -- 6.5.2.1 Historical overview and law -- 6.5.2.2 Government and legislative regime -- Corruption -- Legislative framework -- 6.5.2.3 Nuclear waste management -- Permanent disposal -- 6.5.3 Republic of South Africa (South Africa) -- 6.5.3.1 Historical overview and law -- 6.5.3.2 Government and legislative regime -- Corruption -- Legislative framework -- 6.5.3.3 Nuclear waste management -- Permanent disposal -- References -- Further reading -- Chapter 7 Conclusion -- Index -- Back Cover.
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  • 10
    Keywords: Computer games-Congresses. ; Electronic books.
    Type of Medium: Online Resource
    Pages: 1 online resource (188 pages)
    Edition: 1st ed.
    ISBN: 9783319394022
    Series Statement: Communications in Computer and Information Science Series ; v.614
    DDC: 794.8
    Language: English
    Note: Intro -- Preface -- Computer Games Workshop -- GIGA Workshop -- Organization -- Contents -- Computer Games Workshop 2015 -- Challenges and Progress on Using Large Lossy Endgame Databases in Chinese Checkers -- 1 Introduction -- 2 Background -- 2.1 Chinese Checkers -- 2.2 Minimax and Alpha-Beta Pruning -- 2.3 Monte-Carlo Tree Search -- 3 Lossy Chinese Checkers Endgame Database -- 4 Combining with Alpha-Beta Search -- 4.1 Experimental Results -- 5 Combining with MCTS -- 5.1 Experimental Results -- 6 Comparing Minimax and MCTS -- 7 Conclusions and Future Work -- References -- Sequential Halving for Partially Observable Games -- 1 Introduction -- 2 Monte-Carlo Tree Search -- 2.1 UCT -- 2.2 MCTS in Partially Observable Games -- 3 Sequential Halving and MCTS in Partially Observable Games -- 3.1 Sequential Halving -- 3.2 Hybrid MCTS for Partially Observable Games -- 4 Test Domains -- 4.1 Card Games -- 4.2 Phantom Games -- 5 Experiments and Results -- 5.1 Results -- 6 Conclusions -- 7 Future Research -- References -- An Experimental Investigation on the Pancake Problem -- 1 Introduction -- 2 Definitions -- 3 Related Work -- 3.1 Signed Permutations -- 3.2 Unsigned Permutations -- 3.3 Unburnt Pancakes -- 3.4 Burnt Pancakes -- 4 Our Work -- 4.1 Domain Independent Algorithms -- 4.2 Domain Dependent Algorithms -- 4.3 Experimental Settings -- 4.4 MCS and IDDFS -- 4.5 MCS + BREF + BS -- 4.6 MCS + FG + BS -- 4.7 MCS + FDAltSort -- 5 Conclusion and Future Work -- References -- 485 -- A New Upper Bound for Morpion Solitaire -- 1 Introduction -- 2 Linear Relaxation -- 2.1 The Problem of the Infinite Grid -- 3 Bounding the Board -- 3.1 The Set of Boards -- 4 Linear Relaxation Bound -- 5 MIP Bound: 485 -- 6 Geometry of the Problem -- References -- Multi-agent Retrograde Analysis -- 1 Introduction -- 2 The Predator-Prey Game -- 3 Retrograde Analysis -- 4 Search. , 5 Experimental Results -- 6 Conclusion -- References -- The Surakarta Bot Revealed -- 1 Introduction -- 2 Surakarta -- 3 SIA -- 4 Variable-Depth Search -- 4.1 Quiescence Search -- 4.2 Multi-cut -- 4.3 Realization Probability Search -- 5 Evaluation Function -- 6 Experiments -- 6.1 Variable-Depth Search Experiments -- 6.2 Evaluation Function Results -- 6.3 Computer Olympiad Results -- 7 Conclusion and Future Research -- References -- Learning to Trade in Strategic Board Games -- 1 Introduction -- 2 The Game: Settlers of Catan -- 3 The Data and Task -- 4 Trading Agents -- 4.1 Learning to Trade with Bayesian Networks -- 4.2 Learning to Trade with Conditional Random Fields -- 4.3 Learning to Trade with Random Forests -- 5 Experiments and Results -- 5.1 Evaluation Metrics -- 5.2 Offline Evaluation -- 5.3 Online Evaluation -- 6 Related Work -- 7 Conclusions and Future Work -- References -- Argumentative AI Director Using Defeasible Logic Programming -- 1 Introduction -- 2 Defeasible Logic Programming (DeLP) -- 3 HermitArg: An Argumentative AI Director Case Study -- 4 DeLP Entities and AI Director's Reasoning Process -- 5 Argumentative AI Director: Design and Implementation -- 6 Related Work -- 7 Conclusions and Future Work -- References -- General Intelligence in Game-Playing Agents 2015 -- On the Cross-Domain Reusability of Neural Modules for General Video Game Playing -- 1 Introduction -- 2 Background -- 2.1 Transfer Learning for RL -- 2.2 General Neural Structure Transfer -- 3 Approach -- 3.1 General ReUse of Static Modules (GRUSM) -- 3.2 Enforced Subpopulations (ESP) -- 3.3 GRUSM-ESP -- 4 Experiments -- 4.1 N-Bit Parity -- 4.2 Atari 2600 Game Playing -- 5 Discussion -- 6 Conclusion -- References -- The GRL System: Learning Board Game Rules with Piece-Move Interactions -- 1 Introduction -- 2 Background -- 2.1 LOCM -- 2.2 The SGRL System. , 3 The GRL System -- 3.1 The GRL Algorithm -- 3.2 Extending SGRL Analysis for Piece Addition and Deletion -- 3.3 Converting to LOCM Input -- 3.4 Move Generation -- 4 Game Trace Generation -- 4.1 Computing Micro-Move Representations -- 5 Empirical Evaluation -- 6 Related Work -- 7 Conclusions and Future Work -- References -- Creating Action Heuristics for General Game Playing Agents -- 1 Preliminaries -- 1.1 Game Description Language -- 1.2 Monte-Carlo Tree Search -- 2 Related Work -- 3 Generating Action Heuristic -- 3.1 Regression -- 3.2 Algorithm -- 3.3 Tic Tac Toe -- 3.4 Evaluation -- 4 Search Controls -- 4.1 Playout Heuristic -- 4.2 Tree Heuristic -- 4.3 Combined Heuristic -- 5 Results -- 5.1 Playing Strength -- 5.2 Time Spent on Evaluating the Heuristic -- 5.3 Testing with Other Games -- 6 Conclusion -- References -- Space-Consistent Game Equivalence Detection in General Game Playing -- 1 Introduction -- 2 General Game Playing -- 3 Game Equivalence -- 4 Space-Consistent Game Equivalence Detection -- 4.1 Rule Grounding -- 4.2 Graph Building and Mapping -- 4.3 Logical Equivalence Verifying -- 4.4 Complexity -- 4.5 Improvements -- 5 Evaluation -- 6 Conclusion -- References -- Author Index.
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