General game players are computer systems able to play strategy
games based solely on formal game descriptions supplied at
"runtime" (n 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.
General
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