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General Game Playing
Contributor(s): Genesereth, Michael (Author), Thielscher, Michael (Author)
ISBN: 1627052550     ISBN-13: 9781627052559
Publisher: Morgan & Claypool
OUR PRICE:   $42.75  
Product Type: Paperback
Published: March 2014
* Not available - Not in print at this time *
Additional Information
BISAC Categories:
- Mathematics | Game Theory
- Computers | Machine Theory
- Computers | Intelligence (ai) & Semantics
Dewey: 519.3
Series: Synthesis Lectures on Artificial Intelligence and Machine Le
Physical Information: 0.48" H x 7.5" W x 9.25" (0.89 lbs) 229 pages
 
Descriptions, Reviews, Etc.
Publisher Description:
General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at "runtime" (n 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 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. 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. Table of Contents: Preface / Introduction / Game Description / Game Management / Game Playing / Small Single-Player Games / Small Multiple-Player Games / Heuristic Search / Probabilistic Search / Propositional Nets / General Game Playing With Propnets / Factoring / Discovery of Heuristics / Logic / Analyzing Games with Logic / Solving Single-Player Games with Logic / Discovering Heuristics with Logic / Games with Incomplete Information / Games with Historical Constraints / Incomplete Game Descriptions / Advanced General Game Playing / Authors' Biographies

Contributor Bio(s): Genesereth, Michael: - Michael Genesereth is an associate professor in the Computer Science Department at Stanford University. He received his Sc.B. in Physics from M.I.T. and his Ph.D. in Applied Mathematics from Harvard University. Prof. Genesereth is most known for his work on computational logic and applications of that work in enterprise computing, computational law, and general game playing. He is the current director of the Logic Group at Stanford and founder and research director of CodeX (The Stanford Center for Legal Informatics). He initiated the International General Game Playing Competition in 2005.Thielscher, Michael: - Michael Thielscher is a professor in the School of Computer Science at the University of New South Wales Australia. He received his postgraduate diploma, Ph.D., and Higher Doctorate in Computer Science from Darmstadt University in Germany. Prof. ielscher is most known for his work in knowledge representation, cognitive agents and robots, and general game playing. He is a current associate director of the iCinema Center for Interactive Cinema Research at UNSW and an adjunct professor at the University of Western Sydney. He has published numerous papers on general game playing and led the development of FLUXPLAYER, a previous winner of the International General Game Playing Competition.