The games that computers (and humans) play / Jonathan Schaeffer.
| Author/creator | Schaeffer, Jonathan |
| Format | Electronic |
| Edition | First edition. |
| Publication Info | Boca Raton FL : CRC Press, 2026. |
| Description | pages cm. |
| Supplemental Content | Full text available from eBooks on EBSCOhost |
| Subjects |
| Series | Chapman & Hall/CRC artificial intelligence and robotics series |
| Contents | Games : that computers (and people) play -- Ask interesting (AI) -- Games : the sandbox -- Abilities innate (AI) -- Games : tic-tac-toe -- Anatomy interpretation (AI) -- Games : checkers, chess, and go -- 1997 : the longest ongoing experiment in computer science history -- Analysis insight (AI) -- Games : backgammon and go -- Anonymous ingredient (AI) -- Games : Rubik's cube and the sliding-tile puzzle -- 1994 : didn't Samuel solve that game? -- Avenue intersections (AI) -- Games : slot machines -- Adaptive introduction (AI) -- Games : rock-paper-scissors -- 2008 : know when to hold 'em; know when to fold 'em -- Automaton instruction (AI) -- 2016 : gonna gallantly go get great go goal -- Chatty chatty bang bang : anticipating intelligence (AI) -- Ahead informed (AI) -- Acquired insight (AI) on artificial intelligence (AI). |
| Abstract | "The Games that Computers (and Humans) Play is a non-technical introduction to AI using games to illustrate the concepts, written by an internationally known researcher in Artificial Intelligence. Games and puzzles (one-person games) are a microcosm of the real world. In this book they are used to illustrate the underlying technologies behind popular commercial AI products. The secrets of the computer's successes are revealed, and they are often counter-intuitive. Many of the methods used sound dumb and no human would ever mimic the computer's approach, yet it is hard to argue with success. With your new-found understanding of how AI enables computers to achieve super-human performance at games, the book gives the reader intuitive insight into how this transformative technology is going to revolutionize our world. With easily understandable descriptions, this book is an ideal introduction for the non-scientist and anyone interested in how games have shaped the history and development of Artificial Intelligence"-- Provided by publisher. |
| Bibliography note | Includes bibliographical references and index. |
| Access restriction | Available only to authorized users. |
| Technical details | Mode of access: World Wide Web |
| Genre/form | Electronic books. |
| LCCN | 2025046546 |
| ISBN | 9781032936611 hardback |
| ISBN | 9781041252702 paperback |
| ISBN | ebook |