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General game playing /

By: Genesereth, Michael R 1948-, [author.].
Contributor(s): Thielscher, Michael [author.].
Material type: materialTypeLabelBookSeries: Synthesis digital library of engineering and computer science: ; Synthesis lectures on artificial intelligence and machine learning: # 24.Publisher: San Rafael, California (1537 Fourth Street, San Rafael, CA 94901 USA) : Morgan & Claypool, 2014.Description: 1 PDF (xvi, 213 pages) : illustrations.Content type: text Media type: electronic Carrier type: online resourceISBN: 9781627052566.Subject(s): Game theory | Logic programming | Artificial intelligence | general game playing | artificial intelligence | logic programming | computational logic | intelligent agents | knowledge representationDDC classification: 519.3 Online resources: Abstract with links to resource | Abstract with links to full text Also available in print.
Contents:
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.
Abstract: 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.
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Item type Current location Call number Status Date due Barcode Item holds
E books E books PK Kelkar Library, IIT Kanpur
Available EBKE563
Total holds: 0

Mode of access: World Wide Web.

System requirements: Adobe Acrobat Reader.

Part of: Synthesis digital library of engineering and computer science.

Series from website.

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.

Abstract freely available; full-text restricted to subscribers or individual document purchasers.

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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.

Also available in print.

Title from PDF title page (viewed on April 22, 2014).

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