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General game playing /
~
Genesereth, Michael R., (1948-)
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General game playing /
Record Type:
Electronic resources : Monograph/item
Title/Author:
General game playing // Michael Genesereth, Stanford University ; Michael Thielscher, University of New South Wales.
Author:
Genesereth, Michael R.,
other author:
Genesereth, Michael,
Published:
San Rafael, CA :Morgan & Claypool Publishers, : 2014.,
Description:
1 online resource (231 pages)
[NT 15003449]:
General game playing (Synthesis lectures on artificial intelligence and machine learning; 24) -- Contents -- Preface -- Chapter 1: Introduction -- Chapter 2: Game Description -- Chapter 3: Game Management -- Chapter 4: Game Playing -- Chapter 5: Small Single-Player Games -- Chapter 6: Small Multiple-Player Games -- Chapter 7: Heuristic Search -- Chapter 8: Probabilistic Search -- Chapter 9: Propositional Nets -- Chapter 10: General Game Playing With Propnets -- Chapter 11: Factoring -- Chapter 12: Discovery of Heuristics -- Chapter 13: Logic -- Chapter 14: Analyzing Games with Logic -- Chapter 15: Solving Single-Player Games with Logic -- Chapter 16: Discovering Heuristics with Logic -- Chapter 17: Games with Incomplete Information -- Chapter 18: Games with Historical Constraints -- Chapter 19: Incomplete Game Descriptions -- Chapter 20: Advanced General Game Playing -- Authors' Biographies
Subject:
Game theory -
Online resource:
http://portal.igpublish.com/iglibrary/search/MCPB0000640.html
ISBN:
9781627052559
General game playing /
Genesereth, Michael R.,1948-
General game playing /
Michael Genesereth, Stanford University ; Michael Thielscher, University of New South Wales. - San Rafael, CA :Morgan & Claypool Publishers,2014. - 1 online resource (231 pages) - Synthesis lectures on artificial intelligence and machine learning ;24.
General game playing (Synthesis lectures on artificial intelligence and machine learning; 24) -- Contents -- Preface -- Chapter 1: Introduction -- Chapter 2: Game Description -- Chapter 3: Game Management -- Chapter 4: Game Playing -- Chapter 5: Small Single-Player Games -- Chapter 6: Small Multiple-Player Games -- Chapter 7: Heuristic Search -- Chapter 8: Probabilistic Search -- Chapter 9: Propositional Nets -- Chapter 10: General Game Playing With Propnets -- Chapter 11: Factoring -- Chapter 12: Discovery of Heuristics -- Chapter 13: Logic -- Chapter 14: Analyzing Games with Logic -- Chapter 15: Solving Single-Player Games with Logic -- Chapter 16: Discovering Heuristics with Logic -- Chapter 17: Games with Incomplete Information -- Chapter 18: Games with Historical Constraints -- Chapter 19: Incomplete Game Descriptions -- Chapter 20: Advanced General Game Playing -- Authors' Biographies
General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at "runtime." (In other words, they don't know the rules until the game starts.) Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player. GGP is an interesting application in its own right. It is intellectually engaging and more than a little fun. But it is much more than that. It provides a theoretical framework for modeling discrete dynamic systems and for defining rationality in a way that takes into account problem representation and complexities like incompleteness of information and resource bounds. It has practical applications in areas where these features are important, e.g. in business and law.
ISBN: 9781627052559Subjects--Topical Terms:
1244915
Game theory
LC Class. No.: QA269 / .G444 2014
Dewey Class. No.: 519.3
General game playing /
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Michael Genesereth, Stanford University ; Michael Thielscher, University of New South Wales.
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General game playing (Synthesis lectures on artificial intelligence and machine learning; 24) -- Contents -- Preface -- Chapter 1: Introduction -- Chapter 2: Game Description -- Chapter 3: Game Management -- Chapter 4: Game Playing -- Chapter 5: Small Single-Player Games -- Chapter 6: Small Multiple-Player Games -- Chapter 7: Heuristic Search -- Chapter 8: Probabilistic Search -- Chapter 9: Propositional Nets -- Chapter 10: General Game Playing With Propnets -- Chapter 11: Factoring -- Chapter 12: Discovery of Heuristics -- Chapter 13: Logic -- Chapter 14: Analyzing Games with Logic -- Chapter 15: Solving Single-Player Games with Logic -- Chapter 16: Discovering Heuristics with Logic -- Chapter 17: Games with Incomplete Information -- Chapter 18: Games with Historical Constraints -- Chapter 19: Incomplete Game Descriptions -- Chapter 20: Advanced General Game Playing -- Authors' Biographies
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General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at "runtime." (In other words, they don't know the rules until the game starts.) Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player. GGP is an interesting application in its own right. It is intellectually engaging and more than a little fun. But it is much more than that. It provides a theoretical framework for modeling discrete dynamic systems and for defining rationality in a way that takes into account problem representation and complexities like incompleteness of information and resource bounds. It has practical applications in areas where these features are important, e.g. in business and law.
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More fundamentally, it raises questions about the nature of intelligence and serves as a laboratory in which to evaluate competing approaches to artificial intelligence. This book is an elementary introduction to General Game Playing (GGP). (1) It presents the theory of General Game Playing and leading GGP technologies. (2) It shows how to create GGP programs capable of competing against other programs and humans. (3) It offers a glimpse of some of the real-world applications of General Game Playing.
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http://portal.igpublish.com/iglibrary/search/MCPB0000640.html
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EB QA269 .G444 2014
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