Full Description
This book constitutes the refereed post proceedings of the 19th International Conference on Advances in Computer Games, ACG 2025, held online, during October 21-23, 2025.
The 17 full papers included in this book were carefully reviewed and selected from 30 submissions. They were organized in topical sections as follows: Game Solvers, Engagement and Fairness, Large Language Models, Learning and Tree Search, Human Gameplay, Imperfect Information Games.
Contents
.-Game Solvers.
.- Relevance-Zone Reduction in Game Solving.
.- SEGClobber- A Linear Clobber Solver.
.- MCGS: A Minimax-based Combinatorial Game Solver.
.- Engagement and Fairness.
.- Player Preferences For Play Of The Game: A Study Of Player Engagement On
Video Game Highlights.
.- Mechanism Design for Player-Judged Games.
.- Large Language Models.
.- Enhancing Cost-Effective Large Language Models with Reinforcement Learning
for Multi-Turn Text-based Environments.
.- Real time expert chess commentary using LLM.
.- SpinGPT: A Large-Language-Model Approach to Playing Poker Correctly.
.- Learning and Tree Search.
.- Mastering Othello with genetic algorithm and reinforcement learning.
.- Static and Intrinsic Diversity in Go Agents.
.- Adapting MCTS Algorithms for Stochastic Games- An Example on EinStein
W¨urfelt Nicht!.
.- Evolutionary Tree Search for Turn-Based Strategy Games.
.- Human Gameplay.
.- Making KataGo HumanSL More Human-Like for Amateur-Level Play.
.- Measuring Strategic Similarity Between Human and Engine-Generated Chinese
Chess Opening Trees.
.- Imperfect Information Games.
.- Rule-Based Red Piece Inference and Board Evaluation in the Imperfect Infor
mation Game Geister.
.- An Application of Secure Computation to Tagiron.
.- Leveraging Answer Set Programming for Information Set Computation in Im
perfect Information Games.



