• Produktbild: Computer Games II
  • Produktbild: Computer Games II
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Computer Games II

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

19.01.2012

Herausgeber

David N.L. Levy

Verlag

Springer Us

Seitenzahl

546

Maße (L/B/H)

23,5/15,5/3,1 cm

Gewicht

844 g

Auflage

Softcover reprint of the original 1st edition 1988

Sprache

Englisch

ISBN

978-1-4613-8756-5

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

19.01.2012

Herausgeber

David N.L. Levy

Verlag

Springer Us

Seitenzahl

546

Maße (L/B/H)

23,5/15,5/3,1 cm

Gewicht

844 g

Auflage

Softcover reprint of the original 1st edition 1988

Sprache

Englisch

ISBN

978-1-4613-8756-5

Herstelleradresse

Springer-Verlag GmbH
Tiergartenstr. 17
69121 Heidelberg
DE

Email: GPSR Kontakt

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  • Produktbild: Computer Games II
  • Produktbild: Computer Games II
  • (Volume II).- 1 Bridge.- 1.1. Program for Double-Dummy Bridge Problems—A New Strategy for Mechanical Game Playing.- 1.2. BRIBIP: A Bridge-Bidding Program.- 1 3 Planning to Make Tricks at Bridge.- 1.4. A Knowledge-Based System for Locating Missing High Cards in Bridge.- 2 Chemin-de-Fer.- 2.1. A Computer Technique for Game-Theoretic Problems. Chemin-de-Fer Analyzed.- 3 Dama.- 3.1. Some Remarks on the Game “Dama” Which Can Be Played on a Digital Computer.- 4 Dominoes.- 4.1. A Learning Program Which Plays Partnership Dominoes.- 4.2. On Algorithms and Programming for Playing at Dominoes.- 5 Go.- 5.1. The Mystery of Go.- 5.2. Computer Go.- 5.3. Simulation of a Learning Machine for Playing Go.- 5.4. A Partial Analysis of Go.- 5.5. A Computer-Assisted Study of Go on M × N Boards.- 5.6. Goals and Plans in a Program for Playing Go.- 5.7. Perception and Representation of Spatial Relations in a Program for Playing Go.- 5.8. Life in the Game of Go.- 5.9. Pattern Recognition and Pattern-Directed Inference in a Program for Playing Go.- 5.10. The Structure and Performance of the INTERIM.2 Go Program.- 5.11. An Approach to Conquer Difficulties in Developing a Go-Playing Program.- 5.12. Tree-Analysis Techniques in Tsumego.- 6 Go-Moku.- 6.1. Experiments with a Learning Component in a Go-Moku-Playing Program.- 6.2. Automatic Description and Recognition of Board Patterns in Go-Moku.- 6.3. Some New Approaches to Machine Learning.- 6.4. A Program of Master-Strength to Play Five-in-a-Row.- 7 Halma.- 7.1. Design Considerations in Relation to Computer-Based Problems.- 8 Hearts.- 8.1. A Digital Computer Card-Playing Program.- 9 Othello.- 9.1. A World-Championship-Level Othello Program.- 10 Poker.- 10.1. Computer Model of Gambling and Bluffing.- 10.2. Studies on Decision Making Using the Game of Poker.- 10.3. Studies in Machine Cognition Using the Game of Poker.- 11 Push-Over.- 11.1. Programming Strategies in the Game of Push-Over.- 12 Qubic (Three-Dimensional “Tic-Tac-Toe” or “Noughts and Crosses”).- 12.1. Computer Strategies for the Game of Qubic.