Heuristic Analysis of Large Trees as Generated in the Game of Go

Heuristic Analysis of Large Trees as Generated in the Game of Go
Author: Jonathan Leonard Ryder
Publisher:
Total Pages: 630
Release: 1971
Genre: Algorithms
ISBN:

The Japanese game of Go is of interest both as a problem in mathematical representation and as a game which generates a move tree with an extraordinarily high branching factor (100 to 300 branches per ply). The complexity of Go (and the difficulty of Go for human players) is thought to be considerably greater than that of chess. The constraints of being able to play a complete game and of being able to produce a move with a moderate amount of processing time were placed on the solution. The basic approach used was to find methods for isolating and exploring several sorts of relevant subsections of the global game tree. This process depended heavily on the ability to define and manipulate entitles of Go as recursive functions rather than as patterns of stones. A general machine-accessible theory of Go was developed to provide context for program evaluations. A program for playing Go is now available on the Stanford PDP-10 computer. (Modified author abstract).

Chips Challenging Champions

Chips Challenging Champions
Author: J. Schaeffer
Publisher: Gulf Professional Publishing
Total Pages: 376
Release: 2002-05
Genre: Computers
ISBN: 9780444509499

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.

Computers, Chess, and Cognition

Computers, Chess, and Cognition
Author: T. Anthony Marsland
Publisher: Springer Science & Business Media
Total Pages: 331
Release: 2012-12-06
Genre: Computers
ISBN: 146139080X

Computers, Chess, and Cognition presents an excellent up-to-date description of developments in computer chess, a rapidly advancing area in artificial intelligence research. This book is intended for an upper undergraduate and above level audience in the computer science (artificial intelligence) community. The chapters have been edited to present a uniform terminology and balanced writing style, to make the material understandable to a wider, less specialized audience. The book's primary strengths are the description of the workings of some major chess programs, an excellent review of tree searching methods, discussion of exciting new research ideas, a philosophical discussion of the relationship of computer game playing to artificial intelligence, and the treatment of computer Go as an important new research area. A complete index and extensive bibliography makes the book a valuable reference work. The book includes a special foreword by Ken Thompson, author of the UNIX operating system.

Computers and Games

Computers and Games
Author: H. Jaap van den Herik
Publisher: Springer
Total Pages: 344
Release: 2006-01-24
Genre: Computers
ISBN: 3540324895

This book constitutes the thoroughly refereed post-proceedings of the 4th International Conference on Computers and Games, CG 2004, held in July 2004. The 21 revised full papers presented together with one keynote article were carefully selected during two rounds of reviewing and improvement from 37 submissions. The papers cover all aspects of artificial intelligence in computer-game playing. Topics addressed include evaluation and learning, search, single-agent search and planning, and computer Go.

Frontiers in Computer Education

Frontiers in Computer Education
Author: Yuanzhi Wang
Publisher: CRC Press
Total Pages: 253
Release: 2015-07-28
Genre: Computers
ISBN: 1315686589

This proceedings volume contains selected papers presented at the 2014 International Conference on Frontiers in Computer Education (ICFCE 2014), which was held December 24-25, 2014, in Wuhan, China. The objective of this conference was to provide a forum for different researchers in different fields, especially Computer Education as well as Information Technology, to exchange their various findings. The papers have been grouped under the following overarching themes: Computer Science, Computer Education, Education and Teaching Reform, and Communication and Intelligent Control.

Challenges for Computational Intelligence

Challenges for Computational Intelligence
Author: Wlodzislaw Duch
Publisher: Springer
Total Pages: 489
Release: 2007-05-31
Genre: Technology & Engineering
ISBN: 3540719849

In recent years computational intelligence has been extended by adding many other subdisciplines and this new field requires a series of challenging problems that will give it a sense of direction in order to ensure that research efforts are not wasted. This book written by top experts in computational intelligence provides such clear directions and a much-needed focus on the most important and challenging research issues.

Introduction to Artificial Intelligence

Introduction to Artificial Intelligence
Author: Philip C. Jackson
Publisher: Courier Dover Publications
Total Pages: 545
Release: 2019-08-14
Genre: Computers
ISBN: 0486832864

Can computers think? Can they use reason to develop their own concepts, solve complex problems, understand our languages? This updated edition of a comprehensive survey includes extensive new text on "Artificial Intelligence in the 21st Century," introducing deep neural networks, conceptual graphs, languages of thought, mental models, metacognition, economic prospects, and research toward human-level AI. Ideal for both lay readers and students of computer science, the original text features abundant illustrations, diagrams, and photographs as well as challenging exercises. Lucid, easy-to-read discussions examine problem-solving methods and representations, game playing, automated understanding of natural languages, heuristic search theory, robot systems, heuristic scene analysis, predicate-calculus theorem proving, automatic programming, and many other topics.