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Peter Norvig'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 ...
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Kasparov versus Deep Blue: computer chess comes of age

Monroe Newborn - 1997 - Computers - Snippet view
Traces the history of chess-playing computer programs up to the 1996 match in which world champion Gary Kasparov lost one game to IBM's Deep Blue
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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 ...
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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 ...
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Blondie24: Playing at the Edge of AI

David B. Fogel - 2002 - Computers - Limited preview
"Blondie24 tells the story of a computer that taught itself to play checkers far better than its creators ever could by emulating the principles of Darwinian evolution and discovering innovative ways to approach the game. In this year of 2001, as ...
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