rdf-syntax-grammar
mods:
  schema location: http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
  title info:
    title: Computational Intelligence in Games
  name:
    name part: Baba, Norio.
    role:
      role term: editor.
    role:
      role term: edt
    role:
      role term: http://id.loc.gov/vocabulary/relators/edt
  name:
    name part: SpringerLink (Online service)
  type of resource: text
  origin info:
    place:
      place term: gw
    date issued: 2001
    edition: 1st ed. 2001.
    issuance: monographic
  language:
    language term: eng
  physical description:
    form: electronic
    form: electronic resource
    reformatting quality: access
    form: remote
    extent: XII, 161 p. online resource.
  abstract: The recent advances in computational intelligence paradigms have generated tremendous interest among researchers in the theory and implementation of games. Game theory involves the mathematical calculations and heuristics to optimize the efficient lines of play. This book presents the main constituents of computational intelligence paradigms including knowledge representation, probability-based approaches, fuzzy logic, neural networks, genetic algorithms, and rough sets. It includes a new approach of evolving a neural network to play checkers without human expertise. The book will be useful to researchers and practitioners who are interested in developing game techniques in computational intelligence environment.
  table of contents: 1 Introduction to computational intelligence paradigms -- 1 Introduction -- 2 Search and knowledge representation -- 3 Probability-based approaches -- 4 Fuzzy logic -- 5 Artificial neural networks -- 6 Genetic algorithms -- 7 Rough sets -- 8 Fusion -- 9 Discussion and conclusion -- References -- 2 Evolving a neural network to play checkers without human expertise -- 1 Introduction -- 2 Background on neural networks and evolutionary computation -- 3 Background on computer programs for checkers -- 4 Method and results of evolving neural networks for checkers from scratch -- 5 Discussion -- References -- Appendix: Moves for Game 1 - Anaconda vs. "Beatrice" from Hoyle's Classic Games -- 3 Retrograde analysis of patterns versus metaprogramming -- 1 Introduction -- 2 The game of Hex and the game of Go -- 3 Retrograde analysis of patterns -- 4 Metaprogramming -- 5 Using the generated knowledge -- 6 Future work and conclusion -- References -- 4 Learning to evaluate Go positions via temporal difference methods -- 1 Introduction -- 2 Temporal difference learning -- 3 Network architecture -- 4 Training strategies -- 5 Empirical results -- 6 Summary -- References -- 5 Model-based reinforcement learning for evolving soccer strategies -- 1 Introduction -- 2 The soccer simulator -- 3 RL with CMAC models -- 4 PIPE -- 5 Experiments -- 6 Conclusion -- References -- Appendix A: Prioritized sweeping -- Appendix B: Non-pessimistic value functions -- Appendix C: Q(?)-learning -- 6 Fuzzy rule-based strategy for a market selection game -- 1 Introduction -- 2 Market selection game -- 3 Game strategies -- 4 Fuzzy rule-based strategy -- 4.1 Fuzzy Q-learning -- 4.2 Simulation results -- 4.3 Knowledge acquisition -- 5 Conclusions -- References -- List of Contributors.
  note: edited by Norio Baba.
  subject:
    topic: Artificial intelligence
  subject:
    topic: Economic theory
  subject:
    topic: Computational complexity
  subject:
    topic: Artificial Intelligence
  subject:
    topic: Economic Theory/Quantitative Economics/Mathematical Methods
  subject:
    topic: Complexity
  classification: Q334-342
  classification: 006.3
  related item:
    title info:
      title: Springer eBooks
  related item:
    title info:
      title: Studies in Fuzziness and Soft Computing, 62
  identifier: 9783790818338
  identifier: https://doi.org/10.1007/978-3-7908-1833-8
  record info:
    record creation date: 121227
    record change date: 20191026032000.0
    record identifier: 978-3-7908-1833-8