Chips challenging champions : games, computers and artificial intelligence
著者
書誌事項
Chips challenging champions : games, computers and artificial intelligence
Elsevier, 2002
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注記
Includes bibliographical references and index
内容説明・目次
内容説明
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 challenge proved to be surprisingly difficult. However, the 1990s saw amazing progress. Computers are now better than humans in checkers, Othello and Scrabble; are at least as good as the best humans in backgammon and chess; and are rapidly improving at hex, go, poker, and shogi. This book documents the progress made in computers playing games and puzzles. The book is the definitive source for material of high-performance game-playing programs.
目次
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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