WorldCat Identities

Müller, Martin 1965-

Overview
Works: 3 works in 24 publications in 1 language and 335 library holdings
Genres: Conference papers and proceedings 
Roles: Editor, Author, 958, Opponent
Publication Timeline
.
Most widely held works by Martin Müller
Computers and games : third international conference, CG 2002, Edmonton, Canada, July 25-27, 2002 : revised papers by Jonathan Schaeffer( Book )

14 editions published in 2003 in English and held by 222 WorldCat member libraries worldwide

The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu,Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton,Alberta,Canada),July25–27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Post’s Correspondence Problem)
Computer go as a sum of local games : an application of combinatorial game theory by Martin Müller( Book )

9 editions published in 1995 in English and Undetermined and held by 13 WorldCat member libraries worldwide

Introduction of statistics in optimization by Fabien Teytaud( )

1 edition published in 2011 in English and held by 1 WorldCat member library worldwide

In this thesis we study two optimization fields. In a first part, we study the use of evolutionary algorithms for solving derivative-free optimization problems in continuous space. In a second part we are interested in multistage optimization. In that case, we have to make decisions in a discrete environment with finite horizon and a large number of states. In this part we use in particular Monte-Carlo Tree Search algorithms. In the first part, we work on evolutionary algorithms in a parallel context, when a large number of processors are available. We start by presenting some state of the art evolutionary algorithms, and then, show that these algorithms are not well designed for parallel optimization. Because these algorithms are population based, they should be we well suitable for parallelization, but the experiments show that the results are far from the theoretical bounds. In order to solve this discrepancy, we propose some rules (such as a new selection ratio or a faster decrease of the step-size) to improve the evolutionary algorithms. Experiments are done on some evolutionary algorithms and show that these algorithms reach the theoretical speedup with the help of these new rules.Concerning the work on multistage optimization, we start by presenting some of the state of the art algorithms (Min-Max, Alpha-Beta, Monte-Carlo Tree Search, Nested Monte-Carlo). After that, we show the generality of the Monte-Carlo Tree Search algorithm by successfully applying it to the game of Havannah. The application has been a real success, because today, every Havannah program uses Monte-Carlo Tree Search algorithms instead of the classical Alpha-Beta. Next, we study more precisely the Monte-Carlo part of the Monte-Carlo Tree Search algorithm. 3 generic rules are proposed in order to improve this Monte-Carlo policy. Experiments are done in order to show the efficiency of these rules
 
Audience Level
0
Audience Level
1
  Kids General Special  
Audience level: 0.72 (from 0.71 for Computers ... to 0.99 for Introducti ...)

Computers and games : third international conference, CG 2002, Edmonton, Canada, July 25-27, 2002 : revised papers
Languages
English (23)

Covers