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008 171130b xxu||||| |||| 00| 0 eng d
020 _a9780444509499
082 _a006.3
_bSCH
100 _aSchaeffer; Jonathan [Ed.]
245 _aChips challenging champions :
_bgames, computers and artificial intelligence
260 _aAmsterdam :
_bElsevier,
_c2002.
300 _aVIII, 362 p. :
_bill., diagr. ;
_c24 cm.
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
999 _c24122
_d24122