Personnaliser

OK

Computer Games II - LEVY DAVID N.L.

Note : 0

0 avis
  • Soyez le premier à donner un avis

Vous en avez un à vendre ?

Vendez-le-vôtre
Filtrer par :

Nos autres offres

  • 98,94 €

    Produit Neuf

    Ou 24,74 € /mois

    • Livraison : 25,00 €
    • Livré entre le 10 et le 17 août
    Voir les modes de livraison
    4,8/5 sur + de 1 000 ventes

    Apres acceptation de la commande, le delai moyen d'expedition depuis le Japon est de 48 heures. Le delai moyen de livraison est de 3 a 4 semaines. En cas de circonstances exceptionnelles, les delais peuvent s'etendre jusqu'à 2 mois.

    Voir le détail de l'annonce 
Publicité
 
Vous avez choisi le retrait chez le vendeur à
  • Payez directement sur Rakuten (CB, PayPal, 4xCB...)
  • Récupérez le produit directement chez le vendeur
  • Rakuten vous rembourse en cas de problème

Gratuit et sans engagement

Félicitations !

Nous sommes heureux de vous compter parmi nos membres du Club Rakuten !

En savoir plus

Retour

Horaires

      Note :


      Avis sur Computer Games Ii de LEVY DAVID N.L.  - Livre

      Note : 0 0 avis sur Computer Games Ii de LEVY DAVID N.L.  - Livre

      Les avis publiés font l'objet d'un contrôle automatisé de Rakuten.


      Présentation Computer Games Ii de LEVY DAVID N.L.

       - Livre

      Livre - Levy David N.L. - 01/06/1988 - Langue : Anglais

      . .

    • Auteur(s) : LEVY DAVID N.L.
    • Editeur : Springer New York
    • Langue : Anglais
    • Parution : 01/06/1988
    • Nombre de pages : 2
    • Expédition : 945
    • Dimensions : 24.3 x 16.3 x 3.1
    • ISBN : 0387966099



    • Résumé :
      Long before the advent of the electronic computer, man was fascinated by the idea of automating the thought processes employed in playing games of skill. The very first chess Automaton captured the imagination oflate eighteenth century Vienna, and by the early 1900s there was a genuine machine that could play the chess endgame of king and rook against a lone king. Soon after the invention of the computer, scientists began to make a serious study of the problems involved in programming a machine to play chess. Within a decade this interest started to spread, first to draughts (checkers) and later to many other strategy games. By the time the home computer was born, there had already been three decades of research into computer games. Many of the results of this research were published, though usually in publications that are extremely difficult (or even impossible for most people) to find. Hence the present volumes. Interest in computers and programming has now reached into almost every home in the civilized world. Millions of people have regular access to computers, and most of them enjoy playing games. In fact, approximately 80 percent of all software sold for use on personal computers is games software.

      Sommaire:
      (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.

      Détails de conformité du produit

      Consulter les détails de conformité de ce produit (

      Personne responsable dans l'UE

      )
      Le choixNeuf et occasion
      Minimum5% remboursés
      Le service clientsÀ votre écoute
      LinkedinFacebookTwitterInstagramYoutubePinterestTiktok
      visavisa
      mastercardmastercard
      klarnaklarna
      paypalpaypal
      floafloa
      americanexpressamericanexpress
      Rakuten Logo
      • Rakuten Kobo
      • Rakuten TV
      • Rakuten Viber
      • Rakuten Viki
      • Plus de services
      • À propos de Rakuten
      Rakuten.com