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4 December 2003, Workshop "Opponent Models in Games", IKAT, Universiteit Maastricht
Playing games is a challenging task. It is even more interesting when a player anticipates the behaviour of the opponent. An important task of playing games is to detect and employ weaknesses in the opponent's strategy. For human players, it is a part of psychology to anticipate the opponent's move. For computers such things belong to the domain of artificial intelligence. Obviously, most of the current game-playing computer programs do not take the peculiarities of the opponent into account. This holds especially for computer programs that play the classical board games such as chess, go, and checkers. In other areas of computer game-playing, opponent-modelling is an integral part of the strategy, for instance in repeated games such as Roshambo and Poker. This workshop deals with the use of opponent models by computers in classical board games, repeated games, and in modern action games.
For more information, see http://www.cs.unimaas.nl/~donkers/workshop/
Please note that this newsitem has been archived, and may contain outdated information or links.