From mpf@medg.lcs.mit.edu  Tue Nov 16 19:47:51 1993
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	["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]
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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
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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: <levinson@cse.ucsc.edu>
From: Bob Levinson <levinson@cse.ucsc.edu>
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
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	["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]
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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)
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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
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	["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]
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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 <sparre@connect.nbi.dk>
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
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	["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)
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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
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	["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)
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X-Mailer: ELM [version 2.3 PL11]
From: Mike Gherrity <gherrity@io.nosc.mil>
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)
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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: <ml-connectionists-request@TELNET-1.SRV.CS.CMU.EDU>
Date: Mon, 17 Jan 94 20:53:20 PST
From: Nici Schraudolph <schraudo@salk.edu>
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
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	["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)
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	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)
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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 <wolfe@CS.Berkeley.EDU>
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)
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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)
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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) -------
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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
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	["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)
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Message-Id: <9402222207.AA12751@roz.hunter.cuny.edu>
From: "Christopher Ward" <epstein@roz.hunter.cuny.edu>
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)
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Message-Id: <9402251848.AA00850@roz.hunter.cuny.edu>
From: "Susan Epstein" <epstein@roz.hunter.cuny.edu>
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)
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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)
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Date: Fri, 25 Mar 94 15:43:27 EST
From: Jiajie Zhang <zhang@canyon.psy.ohio-state.edu>
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)
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	id AA06639; Thu, 31 Mar 94 00:49:10 EST
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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)
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  (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 <levinson@cse.ucsc.edu>
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
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	["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]
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Date: Thu, 28 Apr 1994 12:41:42 -0700
From: Bob Levinson <levinson@cse.ucsc.edu>
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
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	["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)
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	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)
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	id AA19680; Sat, 7 May 94 13:03:50 EDT
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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)
<a href="http://medg.lcs.mit.edu/mpf/mpf.html">Personal Web Page</a>


----------------------------------------------------------------------
		  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)
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	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)
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Date: Wed, 18 May 94 11:09:29 JST
From: matsubar@etl.go.jp (Hitoshi Matsubara)
Return-Path: <matsubar@etl.go.jp>
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$@!'(J Hakone Seminar House, Kanagawa, JAPAN
        (Accomodation: Japanese-style room)
       
Official languages: Japanese/English (no interpretation)

Expected number of participants: 50 people

Registration fee$@!'(J 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)
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	id AA13169; Tue, 17 May 94 22:01:46 EDT
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	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: <matsubar@etl.go.jp>
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$@!'(J 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$@!'(J 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)
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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)
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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)
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  (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 <levinson@cse.ucsc.edu>
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
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	["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)
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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)
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From: deniz@ai.mit.edu (Deniz Yuret)
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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]
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From: Mike Gherrity <gherrity@superc.nosc.mil>
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
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	["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)
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From: deniz@ai.mit.edu (Deniz Yuret)
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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
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	["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)
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Date:     Tue, 18 Oct 94 7:55:22 MET
From: Victor Allis <victor@cs.vu.nl>
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
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	["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]
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Date: Mon, 24 Oct 1994 20:28:19 -0700
From: Bob Levinson <levinson@cse.ucsc.edu>
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)
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Date: Tue, 25 Oct 1994 13:00:05 -0700
From: Bob Levinson <levinson@cse.ucsc.edu>
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]
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From: shodsdon@leotech.mv.com (Steve Hodsdon)
Message-Id: <znr783729695k@leotech.mv.com>
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)
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	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]
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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$@!'(J Hakone Seminar House, Kanagawa, JAPAN
        (Accomodation: Japanese-style room)
       
Official languages: Japanese/English (no interpretation)

Expected number of participants: 80 people

Registration fee$@!'(J 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: <king@cs.cuhk.hk>
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 <games@medg.lcs.mit.edu>; 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 <games@medg.lcs.mit.edu>; 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 <levinson@cse.ucsc.edu>
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 <games@medg.lcs.mit.edu>; Tue, 20 Jun 1995 13:47:13 -0400
Received: from barney.arc.nasa.gov by ptolemy.arc.nasa.gov (4.1/) id <AA24375> 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 <pell@ptolemy-ethernet.arc.nasa.gov>
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 <tournamentinfo@iiasa.ac.at> or see 
<http://www.iiasa.ac.at/welcome.html>.  Queries to 
<tournament@iiasa.ac.at>.  [Young/Foster <tour@iiasa.ac.at>, 
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
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Received: from etlpom.etl.go.jp by etlpost.etl.go.jp (8.6.9+2.4W/2.7W)
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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$@!'(J 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$@!'(J 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 (L)
		Bruno Bouzy (LAFORIA-IBP, France) 
	
11:00 - 12:00 (Tajima, chair)

Perception in Tsume-Go under 3 sec. Time Pressure (L)
$@!!(J          Yoshikawa Atsushi, Saito Yaski
             (NTT Basic Reaserch Lab.)

Acquisition of Rules and Decision of their Priority in Go(S)
            Takuya Kojima, Kazuhiro Ueda, Saburo Nagano
                (The University of Tokyo)

Multi Agent model for the game of Go (S)
                Norihiko SANECHIKA and Morihiko TAJIMA 
                 (Electrotechnical Laboratory)

13:00 -13:45 (Iida, chair)

Invited Talk 

COMPUTER CHESS: state of art; lessons for computer go and Shogi
        Jos Uiterwijk (Univ. of Limburg, The Netherlands)

14:15 - 15:30 (Kotani, chair)
Do Go Players think in words ? (S)
               	Yasuki Saito and Atsushi Yoshikawa 
                 (NTT Basic Reaserch Lab.)

The Representation of Computer Go Components with Object-Oriented
 Concept(L)		
            Don Han Lee and Chong Cheol Lee
            (Kyungdong Jr. Univ., Korea) 

A Speculative Play From the Grandmaster's View (L)
	    Hiroyuki Iida, Hitoshi Matsubara and Koichi Okamoto
            (Electrotechnical Laboratory) 

16:00 -17:00 (Noshita)
Application of Conspiracy number to Tsume shogi solver (L)
                  Masahiro SEO (Matsushita Corp.)

Application of Estimation Function of Shogi Checkmate Position
 to Proof-Number Search (S)
		Seiichi Tanaka, Hiroyuki Iida and Yoshiyuki Kotani
                (Tokyo Univ. of Agri & Tech)

Which moves should be pruned --
Classification of Shogi Moves and Ratio of Played Moves (S)
	      Yoshiyuki Kotani and Hiroyuki Iida
              (Tokyo Univ. of Agric. & Tech.)

25 September (Mon.)

9:00 - 10:30 (Saito, chair)

Automatic acquisition of tactical go rules (L)
		Tristan Cazenave (LAFORIA-IBP, France) 

Patten Matching in a Go Playing Program (L)
		Richard J.Lorentz (California State Univ., U.S.A.) 

Situation Judgement in the Game og Go based on Influence (L)
		Min Ho Kwak (Kyungpook National Univ., Korea),
                Jung Wooc Lee, Jong Kook Lee, and Hang Joon Kim 

11:00 - 12:00 (Koyama, chair)

Search Method Taking Mis-evaluation into Account and
Static Position Evaluation (L)
     Keisuke Nishijima, Shiro Ogata, Yoneharu Fujita
      (Oita University)

Calculation of static evaluation function 
by multiple regression analysis (L)
                 Kohji Horita,Yasuyuki Kobayashi
                 (Shimane Univ.)

\end{verbatim}

\end{document}








From mpf  Thu Jul  6 08:12:25 1995
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	["654" "Thu" "6" "July" "1995" "21:06:50" "JST" "Hitoshi Matsubara" "matsubar@etl.go.jp" nil "21" "Re: CFP for GPW'95 (latex version)" nil nil nil "7" nil nil (number " " mark "U    Hitoshi Matsubara Jul  6   21/654   " thread-indent "\"Re: CFP for GPW'95 (latex version)\"\n") nil]
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Date: Thu, 6 Jul 95 21:06:50 JST
From: matsubar@etl.go.jp (Hitoshi Matsubara)
Message-Id: <9507061206.AA24272@etlhit.etl.go.jp>
To: matsubar@etl.go.jp, mutchler@cs.rose-hulman.edu
Subject: Re: CFP for GPW'95 (latex version)
Cc: games@medg.lcs.mit.edu

Dear David,

>Thank you for the notice re the Game Programming Workshop in Japan  
>'95.  I am not able to attend.  However, I would like to obtain a  
>copy of the Proceedings, when it is available.  How can I do so?

>   ... David Mutchler (mutchler@cs.rose-hulman.edu)
   

>P.S.  Others on the games@medg.lcs.mit.edu list might be interested  
>in your reply --- please reply to the list.  Thanks!

Thank you very much for your interest. We are planning to send  free
copies of the proceedings to foreign game researchers if our economical
conditions permitted. We will make an announcement on this matter again
after the workshop.

Yours,

Hitsohi


From mpf  Mon Sep 18 10:44:38 1995
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	["684" "Mon" "18" "September" "1995" "10:51:17" "-0400" "utgoff@platinum.cs.umass.edu" "utgoff@platinum.cs.umass.edu" nil "16" "Internet game-playing software and TR " nil nil nil "9" nil nil (number " " mark "U    utgoff@platinum.c Sep 18   16/684   " thread-indent "\"Internet game-playing software and TR \"\n") nil]
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To: games@medg.lcs.mit.edu
Cc: quinlan@cs.su.oz.au, sehhc@cunyvm.cuny.edu, kibler@ics.uci.edu,
        catlett@ulysses.att.com, russell@cs.berkeley.edu
Subject: Internet game-playing software and TR 
Date: Mon, 18 Sep 95 10:51:17 -0400
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Game Programmers,

You can obtain a TR and software for internet program competition (for
Othello, Checkers, and Hearts) via anonymous ftp to ftp.cs.umass.edu on
/pub/internet-games.  For each game, the software includes everything
you need to be able to pit your program against others in that game's
internet subcommunity.  See the TR for more information.

The software includes C source code for a legal but otherwise random
player program.  You can copy the program and then proceed directly
with your own improvements.  If you already have a program, you can see
how to make a conforming version of it that is capable of playing other
programs over the internet.

	Paul Utgoff

From mpf  Wed Oct 18 09:33:37 1995
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	["309" "Wed" "18" "October" "1995" "14:38:35" "-0700" "Georg Merkl" "160049@student.fbk.eur.nl" nil "15" "AI learning for tabletop game" "^From:" nil nil "10" nil nil (number " " mark "     Georg Merkl       Oct 18   15/309   " thread-indent "\"AI learning for tabletop game\"\n") nil]
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From: Georg Merkl <160049@student.fbk.eur.nl>
To: games@medg.lcs.mit.edu
Subject: AI learning for tabletop game
Date: Wed, 18 Oct 95 14:38:35 -0700
Organization: Erasmus University / Rotterdam School of Management

Hi folks,

We are a bunch of students from Erasmus University Rotterdam and we are 
looking for AI algorithms that help us to create a smarter learning 
computer player for the PC version of a tabletop game.

If you can help us in any way, please mail to
    160049@pc-lab.fbk.eur.nl

Thanks a lot,

Georg




