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作者 Genesereth, Michael R., 1948- author
書名 General game playing / Michael Genesereth, Michael Thielscher
出版項 [San Rafael, California] : Morgan & Claypool Publishers, [2014]
國際標準書號 9781627052566
1627052569
國際標準號碼 10.2200/S00564ED1V01Y201311AIM024
book jacket
說明 1 online resource (xvi, 213 pages) : illustrations
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
系列 Synthesis lectures on artificial intelligence and machine learning, 1939-4616 ; #24
Synthesis lectures on artificial intelligence and machine learning ; #24. 1939-4608
附註 Online resource; title from PDF title page (Morgan & Claypool, viewed on April 22, 2014)
1. Introduction -- 1.1 Introduction -- 1.2 Games -- 1.3 Game description -- 1.4 Game management -- 1.5 Game playing -- 1.6 Discussion
2. Game description -- 2.1 Introduction -- 2.2 Logic programs -- 2.3 Game model -- 2.4 Game description language -- 2.5 Game description example -- 2.6 Game simulation example -- 2.7 Game requirements -- 2.8 Prefix GDL
3. Game management -- 3.1 Introduction -- 3.2 Game management -- 3.3 Game communication language -- 3.4 Game play
4. Game playing -- 4.1 Introduction -- 4.2 Infrastructure -- 4.3 Creating a legal player -- 4.4 Creating a random player
5. Small single-player games -- 5.1 Introduction -- 5.2 8-puzzle -- 5.3 Compulsive deliberation -- 5.4 Sequential planning
6. Small multiple-player games -- 6.1 Introduction -- 6.2 Minimax -- 6.3 Bounded Minimax search -- 6.4 Alpha-beta search
7. Heuristic search -- 7.1 Introduction -- 7.2 Depth-limited search -- 7.3 Fixed-depth heuristic search -- 7.4 Variable depth heuristic search
8. Probabilistic search -- 8.1 Introduction -- 8.2 Monte Carlo search -- 8.3 Monte Carlo tree search
9. Propositional nets -- 9.1 Introduction -- 9.2 Propositional nets -- 9.3 Games as propositional nets
10. General game playing with Propnets -- 10.1 Introduction -- 10.2 Propositional nets as data structures -- 10.3 Marking and reading propositional nets -- 10.4 Computing game playing basics
11. Factoring -- 11.1 Introduction -- 11.2 Compound games with independent subgames -- 11.3 Compound games with interdependent termination -- 11.4 Compound games with interdependent actions -- 11.5 Conditional independence
12. Discovery of heuristics -- 12.1 Introduction -- 12.2 Latches -- 12.3 Inhibitors -- 12.4 Dead state removal
13. Logic -- 13.1 Introduction -- 13.2 Unification -- 13.3 Derivation steps (without negation) -- 13.4 Derivations -- 13.5 Derivation tree search -- 13.6 Handling negation
14. Analyzing games with logic -- 14.1 Introduction -- 14.2 Computing domains -- 14.3 Reducing the domains further -- 14.4 Instantiating rules -- 14.5 Analyzing the structure of GDL rules -- 14.6 Rule graphs -- 14.7 Using rule graphs -- 14.7.1 Determining the equivalence of game descriptions -- 14.7.2 Computing symmetries -- 14.8 Exercises
15. Solving single-player games with logic -- 15.1 Answer set programming -- 15.2 Adding time to GDL rules -- 15.3 Solving single-player games with answer set programming -- 15.4 Systems for answer set programming -- 15.5 Exercises
16. Discovering heuristics with logic -- 16.1 Discovering heuristics with answer set programming -- 16.2 Goal heuristics -- 16.3 Fuzzy logic -- 16.4 Using the goal heuristics -- 16.5 Optimizations and limitations -- 16.6 Exercises
17. Games with incomplete information -- 17.1 Introduction -- 17.2 GDL-II -- 17.3 Blind tic-tac-toe -- 17.4 Card games and others -- 17.5 GDL-II game management -- 17.6 Playing GDL-II games: hypothetical states -- 17.7 Sampling complete states -- 17.8 Exercises
18. Games with historical constraints -- 18.1 Introduction -- 18.2 System definition language -- 18.3 Example-tic-tac-toe -- 18.4 Example-chess
19. Incomplete game descriptions -- 19.1 Introduction -- 19.2 Relational logic -- 19.3 Incomplete game description language -- 19.4 Buttons and lights revisited -- 19.5 Complete description of buttons and lights -- 19.6 Incomplete description of buttons and lights -- 19.7 Playing buttons and lights with an incomplete description
20. Advanced general game playing -- 20.1 Introduction -- 20.2 Temporal general game playing -- 20.3 Inductive general game playing -- 20.4 Really general game playing -- 20.5 Enhanced 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 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
鏈接 Print version: Genesereth, Michael. General game playing. [S.l.] : Morgan & Claypool, 2014 1627052550 (OCoLC)876000939
主題 Game theory
Games -- Data processing
Logic programming
Artificial intelligence
GAMES -- Reference. bisacsh
GAMES -- Travel Games. bisacsh
Artificial intelligence. fast (OCoLC)fst00817247
Game theory. fast (OCoLC)fst00937501
Games -- Data processing. fast (OCoLC)fst00937535
Logic programming. fast (OCoLC)fst01002056
general game playing
artificial intelligence
logic programming
computational logic
intelligent agents
knowledge representation
Electronic books
Electronic books
Alt Author Thielscher, Michael, author
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