Chips challenging champions
games, computers and artificial intelligence
Schaeffer; Jonathan [Ed.]
creator
Herik, H J van den
text
xxu
Amsterdam
Elsevier
2002
monographic
eng
VIII, 362 p. : ill., diagr. ; 24 cm.
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.
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
Computer games -- Programming
Artificial intelligence--Data processing
Robotics
Electronic data processing
006.3 SCH
9780444509499
171130
20171130180806.0