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Chips challenging champions : games, computers and artificial intelligence

By: Contributor(s): Material type: TextTextPublication details: Amsterdam : Elsevier, 2002.Description: VIII, 362 p. : ill., diagr. ; 24 cmISBN:
  • 9780444509499
Subject(s): DDC classification:
  • 006.3 SCH
Contents:
A. Introduction. Games, Computers and Artificial Intelligence (J. Schaeffer, H.J. van den Herik). B. Puzzles. Disjoint Pattern Database Heuristics (R.E. Korf, A. Felner). Sokoban: Enhancing General Single-Agent Search Methods Using Domain Knowledge (A. Junghanns, J. Schaeffer). A probabilistic Approach to Solving Crossword Puzzles (M.L. Littman, G.A. Keim, N. Shazeer). C. Two-Player Perfect-Information Games. Deep Blue (M. Campbell, A.J. Hoane Jr, F.-h. Hsu). Improving Heuristic Min-Max Search by Supervised Learning (M. Buro). A Hierarchical Approach to Computer hex (V. Anshelevich). Computer shogi (H. Iida, M. Sakuta, J. Rollason). Computer go (M. Mueller). D. Imperfect Information and Stochastic Games. Programming Backgammon Using Self-Teaching Neural Nets (G. Tesauro). The Challenge of Poker (D. Billings, A. Davidson, J. Schaeffer, D. Szafron). World-championship-caliber Scrabble (B. Sheppard). E. Solved Games. Games Solved: Now and in the future (H.J. van den Herik, J.W.H.M. Uiterwijk, J. van Rijswijck). Author Index.
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Holdings
Item type Current library Collection Call number Status Date due Barcode
General Books General Books CUTN Central Library Generalia Non-fiction 006.3 SCH (Browse shelf(Opens below)) Available 28041

One of the earliest dreams of the fledgling field of artificial intelligence (AI) was to build computer programs that could play games as well as or better than the best human players. Despite early optimism in the field, the progress only began in the 1990s. This book documents the progress made in computers playing games and puzzles

A. Introduction. Games, Computers and Artificial Intelligence (J. Schaeffer, H.J. van den Herik). B. Puzzles. Disjoint Pattern Database Heuristics (R.E. Korf, A. Felner). Sokoban: Enhancing General Single-Agent Search Methods Using Domain Knowledge (A. Junghanns, J. Schaeffer). A probabilistic Approach to Solving Crossword Puzzles (M.L. Littman, G.A. Keim, N. Shazeer). C. Two-Player Perfect-Information Games. Deep Blue (M. Campbell, A.J. Hoane Jr, F.-h. Hsu). Improving Heuristic Min-Max Search by Supervised Learning (M. Buro). A Hierarchical Approach to Computer hex (V. Anshelevich). Computer shogi (H. Iida, M. Sakuta, J. Rollason). Computer go (M. Mueller). D. Imperfect Information and Stochastic Games. Programming Backgammon Using Self-Teaching Neural Nets (G. Tesauro). The Challenge of Poker (D. Billings, A. Davidson, J. Schaeffer, D. Szafron). World-championship-caliber Scrabble (B. Sheppard). E. Solved Games. Games Solved: Now and in the future (H.J. van den Herik, J.W.H.M. Uiterwijk, J. van Rijswijck). Author Index.

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