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this user's libraryResults 11-15 of 15

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Artificial Intelligence for Computer Games: An Introduction

John David Funge - 2004 - Computers - No preview available
Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the ...

Kasparov Versus Deep Blue: Computer Chess Comes of Age

Monroe Newborn - 1997 - Computers - Snippet view
Written by the organizer of this historic match, this book provides a whistle-stop tour of the development and history of chess-playing computers. As the development comes to its culmination in Philadelphia, the Deep Blue team and Gary Kasparov ...

Games of No Chance

Richard J. Nowakowski - 1998 - Mathematics - Limited preview
Is Nine-Men Morris, in the hands of perfect players, a win for white or for black - or a draw? Can king, rook, and knight always defeat king and two knights in chess? What can Go players learn from economists? What are nimbers, tinies, switches ...

One Jump Ahead: Computer Perfection at Checkers

Jonathan Schaeffer - 2008 - Computers - Limited preview
It’s hard to believe that it’s been over a decade since One Jump Ahead: Challenging Human Supremacy at Checkers was published. I’m delighted to have the oppor- nity to update and expand the book. The ?rst edition ended on a sad note and that was ...

Blondie24: Playing at the Edge of AI

David B. Fogel - 2002 - Computers - Limited preview
This book explains how a computer, by replicating the processes of Darwinian evolution, taught itself to play checkers far better than its creators could have programmed it to play. Fogel (editor, IEEE Transactions on Evolutionary Computation ...