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Titlebook: Knowledge-Free and Learning-Based Methods in Intelligent Game Playing; Jacek Mańdziuk Book 2010 Springer-Verlag Berlin Heidelberg 2010 art

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發(fā)表于 2025-3-21 17:08:23 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Knowledge-Free and Learning-Based Methods in Intelligent Game Playing
編輯Jacek Mańdziuk
視頻videohttp://file.papertrans.cn/545/544246/544246.mp4
概述provides a comprehensive overview of Knowledge-free and learning-based methods in intelligent game playing
叢書名稱Studies in Computational Intelligence
圖書封面Titlebook: Knowledge-Free and Learning-Based Methods in Intelligent Game Playing;  Jacek Mańdziuk Book 2010 Springer-Verlag Berlin Heidelberg 2010 art
描述Humans and machines are very di?erent in their approaches to game pl- ing. Humans use intuition, perception mechanisms, selective search, creat- ity, abstraction, heuristic abilities and other cognitive skills to compensate their (comparably) slow information processing speed, relatively low m- ory capacity, and limited search abilities. Machines, on the other hand, are extremely fast and infallible in calculations, capable of e?ective brute-for- type search, use “unlimited” memory resources, but at the same time are poor at using reasoning-based approaches and abstraction-based methods. The above major discrepancies in the human and machine problem solving methods underlined the development of traditional machine game playing as being focused mainly on engineering advances rather than cognitive or psychological developments. In other words, as described by Winkler and F¨ urnkranz [347, 348] with respect to chess, human and machine axes of game playing development are perpendicular, but the most interesting, most promising, and probably also most di?cult research area lies on the junction between human-compatible knowledge and machine compatible processing.I undoubtedly share this
出版日期Book 2010
關鍵詞artificial intelligence; computational intelligence; evolution; knowledge; knowledge discovery; learning;
版次1
doihttps://doi.org/10.1007/978-3-642-11678-0
isbn_softcover978-3-642-26213-5
isbn_ebook978-3-642-11678-0Series ISSN 1860-949X Series E-ISSN 1860-9503
issn_series 1860-949X
copyrightSpringer-Verlag Berlin Heidelberg 2010
The information of publication is updating

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沙發(fā)
發(fā)表于 2025-3-21 22:35:11 | 只看該作者
Jacek Mańdziukoduces the discussion of the contemporary debate of scientif.This undergraduate textbook introduces some fundamental issues in philosophy of science for students of philosophy and science students. The book is divided into two parts. Part 1 deals with knowledge and values. Chap. 1 presents the class
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發(fā)表于 2025-3-22 00:44:28 | 只看該作者
地板
發(fā)表于 2025-3-22 04:49:39 | 只看該作者
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發(fā)表于 2025-3-22 15:19:10 | 只看該作者
Jacek Mańdziukn nahezu allen Disziplinen ein stetig wachsendes Feld wissenschaftlicher Auseinandersetzung. Will man bestimmen, was ?Gewalt? ist, sollen also Gegenstand und Begriff definiert werden, so ist dies mit einer ganzen Reihe von Schwierigkeiten behaftet. Zum Beispiel herrscht darüber, ob Gewalthandeln im
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發(fā)表于 2025-3-22 17:36:55 | 只看該作者
Jacek Mańdziukischen Fragestellung des Ost-West-Vergleichs (Kap. 2) auf einer makrosozialen Systemebene betrachtet. Schulbezogene Gewaltforschung hat aber ebenso die Institutionen-, also die Mesoebene mit in den Blick zu nehmen. Eine Durchmusterung der vorliegenden schulbezogenen Gewaltstudien der neunziger Jahre
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發(fā)表于 2025-3-22 22:48:36 | 只看該作者
Introduction date back to 1,000 - 2,000 BC..Games also became a fascinating topic for Artificial Intelligence (AI). The first widely-known “AI approach” to mind games was noted as early as 1769 when Baron Wolfgang von Kempelen’s automaton chess player named . was presented at the court of Empress Maria Theresa.
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發(fā)表于 2025-3-23 03:04:01 | 只看該作者
Foundations of AI and CI in Games. Claude Shannon’s Postulateswere laid in seminal papers by the giants of AI and general computer science: von Neumann and Morgenstern [333], Shannon [296], Turing [327], Newell, Shaw and Simon [238], Samuel [277, 279], and others. In the 60 years that followed these first investigations, all relevant aspects of machine game pl
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發(fā)表于 2025-3-23 06:26:15 | 只看該作者
Basic AI Methods and Toolssumed in this chapter that the evaluation function, i.e. the function returning the estimation of a goodness of a given game position is of linear form, represented as a weighted sum of real-valued (usually binary or integer) features. This is the most common situation, encountered in almost all adv
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