000 | 02092nam a22002417a 4500 | ||
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003 | CUTN | ||
005 | 20171130180806.0 | ||
008 | 171130b xxu||||| |||| 00| 0 eng d | ||
020 | _a9780444509499 | ||
082 |
_a006.3 _bSCH |
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100 | _aSchaeffer; Jonathan [Ed.] | ||
245 |
_aChips challenging champions : _bgames, computers and artificial intelligence |
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260 |
_aAmsterdam : _bElsevier, _c2002. |
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300 |
_aVIII, 362 p. : _bill., diagr. ; _c24 cm. |
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500 | _aOne 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 | ||
505 | _aA. 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. | ||
650 | _aComputer games -- Programming. | ||
650 | _aArtificial intelligence--Data processing | ||
650 | _aRobotics | ||
650 | _aElectronic data processing | ||
700 | _aHerik, H J van den | ||
942 |
_2ddc _cBOOKS |
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999 |
_c24122 _d24122 |