BEGIN:VCALENDAR VERSION:2.0 PRODID:ILLC Website X-WR-TIMEZONE:Europe/Amsterdam BEGIN:VTIMEZONE TZID:Europe/Amsterdam X-LIC-LOCATION:Europe/Amsterdam BEGIN:DAYLIGHT TZOFFSETFROM:+0100 TZOFFSETTO:+0200 TZNAME:CEST DTSTART:19700329T020000 RRULE:FREQ=YEARLY;BYMONTH=3;BYDAY=-1SU END:DAYLIGHT BEGIN:STANDARD TZOFFSETFROM:+0200 TZOFFSETTO:+0100 TZNAME:CET DTSTART:19701025T030000 RRULE:FREQ=YEARLY;BYMONTH=10;BYDAY=-1SU END:STANDARD END:VTIMEZONE BEGIN:VEVENT UID:/NewsandEvents/Archives/2003/newsitem/546/4-De cember-2003-Workshop-Opponent-Models-in-Games-IKAT -Universiteit-Maastricht DTSTAMP:20031018T000000 SUMMARY:Workshop "Opponent Models in Games", IKAT, Universiteit Maastricht DTSTART;VALUE=DATE:20031204 DTEND;VALUE=DATE:20031204 LOCATION:IKAT, Universiteit Maastricht DESCRIPTION:Playing games is a challenging task. I t is even more interesting when a player anticipat es the behaviour of the opponent. An important tas k of playing games is to detect and employ weaknes ses in the opponent's strategy. For human players, it is a part of psychology to anticipate the oppo nent's move. For computers such things belong to t he domain of artificial intelligence. Obviously, m ost of the current game-playing computer programs do not take the peculiarities of the opponent into account. This holds especially for computer progr ams that play the classical board games such as ch ess, go, and checkers. In other areas of computer game-playing, opponent-modelling is an integral pa rt of the strategy, for instance in repeated games such as Roshambo and Poker. This workshop deals w ith the use of opponent models by computers in cla ssical board games, repeated games, and in modern action games. For more information, see http://ww w.cs.unimaas.nl/~donkers/workshop/ X-ALT-DESC;FMTTYPE=text/html:\n
Playing games is a challenging task. It is even more interesting w hen a \nplayer anticipates the behaviour of the op ponent. An important task of \nplaying games is to detect and employ weaknesses in the opponent's st rategy. \nFor human players, it is a part of psych ology to anticipate the opponent's move.\nFor comp uters such things belong to the domain of artifici al intelligence. \nObviously, most of the current game-playing computer programs do not take the \np eculiarities of the opponent into account. This ho lds especially for computer \nprograms that play t he classical board games such as chess, go, and ch eckers. \nIn other areas of computer game-playing, opponent-modelling is an integral part\nof the st rategy, for instance in repeated games such as Ros hambo and Poker. \nThis workshop deals with the us e of opponent models by computers in classical \nb oard games, repeated games, and in modern action g ames.
\n \nFor more information, se e\n http://www.cs.unima as.nl/~donkers/workshop/\n
URL:/NewsandEvents/Archives/2003/newsitem/546/4-De cember-2003-Workshop-Opponent-Models-in-Games-IKAT -Universiteit-Maastricht END:VEVENT END:VCALENDAR