• Fri frakt över 249 kr
  • •
  • Snabba leveranser
  • •
  • Billiga böcker
Kundservice

Du är på sajten för privatpersoner.

Företag, bibliotek eller offentlig verksamhet?

Du handlar på classic.bokus.com, där alla dina funktioner finns intakta.
Till classic.bokus.com
Bokus logotyp. Gå till startsidan.
  • Erbjudanden
  • Nyheter
  • Student
  • Topplistor
  • Barn & ungdom
  • Bokus Play
  • E-böcker
  • Pocketböcker
  • Spel & pussel

10% rabatt på allt med kod NYSTART10 →

Sidfot

Mina sidor

    Hjälp

    • Kundservice
    • Vanliga frågor och svar
    • Frakt och leverans
    • Retur vid ångerrätt
    • Reklamera vara
    • Betalning
    • Köpvillkor
    • Allmänna villkor
    • Information om webbplatsens tillgänglighet

    Om Bokus

    • Om oss
    • Pressrum
    • För studenter
    • För företag
    • För bibliotek och offentlig verksamhet
    • För leverantörer
    • Hållbarhet

    Populärt

    • Aktuella erbjudanden
    • Presentkort
    • Studentlitteratur
    • Nya böcker
    • Topplistor
    • Signerade böcker
    • Engelska böcker

    Inspiration

    • Boktips
    • BookTok
    • Populära bokserier
    • Barnbokskaraktärer
    • Populära författare
    Logotyp för Bokus
    Följ oss på Facebook (extern länk)Följ oss på Instagram (extern länk)Följ oss på YouTube (extern länk)Följ oss på TikTok (extern länk)
    bokus @ CookiesAnpassa cookiesIntegritetspolicyKöpvillkor
    Till Citymail hemsida (extern länk)Till Budbee hemsida (extern länk)Till Postnord hemsida (extern länk)Till Schenker hemsida (extern länk)Till Early Bird hemsida (extern länk)Till Walleys hemsida (extern länk)
    1. Data och IT
    2. Systemvetenskap och AI

    Search and Planning Under Incomplete Information

    A Study Using Bridge Card Play

    AvIan Frank

    Häftad, Engelska, 2011

    Del i serien Distinguished Dissertations

    1 118 kr

    Beställningsvara. Skickas inom 10-15 vardagar. Fri frakt över 249 kr.

    Fler format och utgåvor

    E-bok

    1 455 kr

    Beskrivning

    This book updates the thesis I produced for my PhD at the Department of Artificial Intelligence of the University of Edinburgh, correcting errors, and improving some of the formatting and readability. Since the original work was completed (early 1996), research has progressed. Most notably, the public profile of AI and game-playing has reached new heights with the feats of the chess computer DEEPER BLUE (which surely uses AI, no matter what IBM would have us believe). Although less heralded, the ability of computers to play Bridge (the main example domain in this book) has also increased. In July of 1997 a world championship for computer Bridge programs was hosted by the American Contract Bridge League in Albuquerque, New Mex­ ico. This contest was won by a program called Bridge Baron, produced by Great Game Products. Bridge Baron incorporates knowledge-based planning techniques developed by Stephen Smith and Dana Nau [1, 2]. Progress has also been made on the contrasting, more brute-force, approach of sampling the possible card distributions. In particular, Matt Ginsberg has developed a fast double-dummy solver based on partition search [3]. Ginsberg's program fared poorly in the 1997 Bridge championships, but Ginsberg himself reports very promising results [4] on a hard set of complete Bridge deals taken from the Bridge tutoring program Bridge Master.

    Produktinformation

    • Utgivningsdatum:2011-12-07
    • Mått:156 x 244 x 20 mm
    • Vikt:576 g
    • Format:Häftad
    • Språk:Engelska
    • Serie:Distinguished Dissertations
    • Antal sidor:340
    • Förlag:Springer London Ltd
    • ISBN:9781447115960

    Utforska kategorier

    • Systemvetenskap och AI inom Data och IT
    • Artificiell intelligens inom Data och IT
    • Programmeringsböcker inom Data och IT

    Innehållsförteckning

    • 1 Introduction.- 1.1 Motivation.- 1.2 Aims.- 1.3 Achievements.- 1.4 Bridge.- 1.5 The Rest of this Book.- 2 A Good Deal of Bridge Literature.- 2.1 Computer Bidders.- 2.2 Computer Defender/Declarers.- 2.3 Miscellaneous Bridge Research.- 2.4 Commercial Bridge Programs.- 2.5 Comparison with Other Games.- 2.6 Summary.- 3 Planning Literature.- 3.1 Plan-space and State-space.- 3.2 Planning Systems.- 3.3 Refinement Search.- 3.4 Plan-space Planning as Refinement Search.- 3.5 Summary.- 4 The Bridge Search Space Size.- 4.1 Preliminary Estimates.- 4.2 Shape.- 4.3 Tightening the Bounds.- 4.4 Double-dummy Bridge.- 4.5 Summary.- 5 Proof-planning: Solving Independent Goals Using Tactics and Methods.- 5.1 Proof-Planning.- 5.2 Bridge Tactics.- 5.3 Representing the Defenders’ Plays.- 5.4 Methods.- 5.5 Finesse’s Planning Algorithm.- 5.6 Interface Issues.- 5.7 Searching with Histories.- 5.8 Summary.- 6 Search in Games with Incomplete Information.- 6.1 Introduction.- 6.2 Game Theory Background.- 6.3 Equilibrium Points in Bridge.- 6.4 Exhaustive Strategy Minimisation.- 6.5 Bridge Architectures Based on Standard Minimaxing.- 6.6 Repeated Minimaxing Fails: Strategy Fusion.- 6.7 Non-locality (Repeated Minimaxing Fails Again).- 6.8 Summary.- 7 Identifying The Best Strategy: Tackling Non-locality.- 7.1 Representing Information Qualitatively.- 7.2 Parameterised Local Evaluation Functions.- 7.3 Application to Bridge: The Interpreter Algorithm.- 7.4 Representing Uncertainty in Bridge.- 7.5 Coping with Non-locality in Bridge.- 7.6 Summary.- 8 Interleaving Plans with Dependencies.- 8.1 The Problem.- 8.2 Resource Profiles.- 8.3 Refinement Search.- 8.4 Goal Selection and Establisher Selection.- 8.5 Auxiliary Constraints and Book-keeping.- 8.6 A Solution Constructor Function for Bridge.- 8.7 Summary.-9 Re-introducing Neglected Actions.- 9.1 The Simple Squeeze.- 9.2 Re-introducing Squeeze Plays into the Interleaver.- 9.3 Performance and Discussion.- 9.4 Summary.- 10 Overall Architecture.- 10.1 A Simple Planning Loop.- 10.2 A Partial Ordering on Profiles.- 10.3 Forming ‘Best-Case’ Profiles.- 10.4 An Improved Overall Architecture.- 10.5 Summary.- 11 Results.- 11.1 Single-suit Plans.- 11.2 Global Plans.- 11.3 Summary.- 12 Conclusions.- 12.1 Contributions.- 12.2 Further Work.- Appendices.- A An Overview of Commercial Computer Bridge Systems.- A.1 BBC Bridge Companion.- A.2 Bidding.- A.3 Bridge Buff.- A.4 Bridge Champion with Omar Sharif.- A.5 Bridge for Windows.- A.6 Bridge Master.- A.7 Bridge Master.- A.8 BridgeMate.- A.9 Bridge Olympiad.- A.10 Bridge Pal.- A.11 Grand Slam.- A.12 Meadowlark Bridge.- A.13 Microbridge.- A.14 Micro Bridge.- A.15 Micro Bridge Companion.- A.16 Omar Sharif’s Bridge.- A.17 Oxford Bridge 4.- A.18 Positronic Bridge.- A.19 Saitek Industries.- B Generating Explanations.- B.1 Review.- B.2 A Basic Solution.- B.2.1 Pattern Matching.- B.3 Further Improvements.- B.3.1 Voids, Singletons and Doubletons.- B.3.4 Intermediate Logical Forms.- B.4 Technical Supplement.- B.5 Summary.- C Further Examples.- C.1 Summary of Performance.- C.2 Individual Examples.- D User Manual.- D.1 Implementation Overview.- D.2 Initialising the System.- D.3 Setting up Play Situations.- D.4 Basic Interface.- D.5 Interface Predicates to Planners.- D.6 Interface Predicates to Bidding System.- D.7 Notes on Implementation.- D.8 Saved Games.- E Code.- E.1 Ftp Instructions.- E.2 Getting Started.