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General game playing /

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 algorith...

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Bibliographic Details
Main Authors: Genesereth, Michael R., 1948- (Author), Thielscher, Michael (Author)
Format: eBook
Language:English
Published: San Rafael, California (1537 Fourth Street, San Rafael, CA 94901 USA) : Morgan & Claypool, 2014.
Series:Synthesis digital library of engineering and computer science.
Synthesis lectures on artificial intelligence and machine learning ; # 24.
Subjects:
Online Access:Abstract with links to full text
Table of Contents:
  • 1. Introduction
  • 1.1 Introduction
  • 1.2 Games
  • 1.3 Game description
  • 1.4 Game management
  • 1.5 Game playing
  • 1.6 Discussion
  • 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
  • 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
  • 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.
  • 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