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Games, puzzles, and computation
~
Demaine, Erik D., (1981-)
Games, puzzles, and computation
紀錄類型:
書目-電子資源 : 單行本
正題名/作者:
Games, puzzles, and computation/ Robert A. Hearn, Erik D. Demaine.
作者:
Hearn, Robert A.
其他作者:
Demaine, Erik D.,
出版者:
Wellesley, Mass. :A K Peters, Ltd., : c2009.,
面頁冊數:
1 online resource (ix, 237 p.) :ill. (chiefly col.) :
標題:
Problem solving - Mathematical models. -
電子資源:
http://www.crcnetbase.com/isbn/978-1-56881-322-6
Games, puzzles, and computation
Hearn, Robert A.
Games, puzzles, and computation
[electronic resource] /Robert A. Hearn, Erik D. Demaine. - Wellesley, Mass. :A K Peters, Ltd.,c2009. - 1 online resource (ix, 237 p.) :ill. (chiefly col.)
Includes bibliographical references and index.
1. Introduction I. Games in General. 2. The Constraint-Logic Formalism -- 3. Constraint-Logic Games -- 4. Zero-Player Games (Simulations) -- 5. One-Player Games (Puzzles) -- 6. Two-Player Games -- 7. Team Games -- 8. Perspectives on Part I -- II. Games in Particular. 9. One-Player Games (Puzzles) -- 10. Two-Player Games -- 11. Perspectives on Part II -- 12. Conclusions -- Appendices. 1. Survey of Games and Their Complexities -- 2. Computational-Complexity Reference -- 3. Deterministic Constraint Logic Activation Sequences -- 4. Constraint-Logic Quick Reference.
The authors show that there are underlying mathematical reasons for why games and puzzles are challenging (and perhaps why they are so much fun). They also show that games and puzzles can serve as powerful models of computation-quite different from the usual models of automata and circuits-offering a new way of thinking about computation. The appendices provide a substantial survey of all known results in the field of game complexity, serving as a reference guide for readers interested in the computational complexity of particular games, or interested in open problems about such complexities.Subjects--Topical Terms:
268344
Problem solving
--Mathematical models.Index Terms--Genre/Form:
96803
Electronic books.
LC Class. No.: QA63 / .H35 2009
Dewey Class. No.: 510
Games, puzzles, and computation
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Robert A. Hearn, Erik D. Demaine.
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Wellesley, Mass. :
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A K Peters, Ltd.,
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1 online resource (ix, 237 p.) :
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ill. (chiefly col.)
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Includes bibliographical references and index.
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1. Introduction I. Games in General. 2. The Constraint-Logic Formalism -- 3. Constraint-Logic Games -- 4. Zero-Player Games (Simulations) -- 5. One-Player Games (Puzzles) -- 6. Two-Player Games -- 7. Team Games -- 8. Perspectives on Part I -- II. Games in Particular. 9. One-Player Games (Puzzles) -- 10. Two-Player Games -- 11. Perspectives on Part II -- 12. Conclusions -- Appendices. 1. Survey of Games and Their Complexities -- 2. Computational-Complexity Reference -- 3. Deterministic Constraint Logic Activation Sequences -- 4. Constraint-Logic Quick Reference.
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The authors show that there are underlying mathematical reasons for why games and puzzles are challenging (and perhaps why they are so much fun). They also show that games and puzzles can serve as powerful models of computation-quite different from the usual models of automata and circuits-offering a new way of thinking about computation. The appendices provide a substantial survey of all known results in the field of game complexity, serving as a reference guide for readers interested in the computational complexity of particular games, or interested in open problems about such complexities.
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Mathematical models.
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Mathematical models.
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1981-
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http://www.crcnetbase.com/isbn/978-1-56881-322-6
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