266 <A HREF="http://www4.informatik.tu-muenchen.de/~krauss/papers/rexp.pdf">here</A>. |
266 <A HREF="http://www4.informatik.tu-muenchen.de/~krauss/papers/rexp.pdf">here</A>. |
267 A relatively complicated method, based on automata, is described |
267 A relatively complicated method, based on automata, is described |
268 <A HREF="http://sardes.inrialpes.fr/~braibant/atbr/">here</A>. |
268 <A HREF="http://sardes.inrialpes.fr/~braibant/atbr/">here</A>. |
269 </p> |
269 </p> |
270 |
270 |
|
271 <li> <H4>[CU7] Game-Playing Engine</H4> |
|
272 |
|
273 <p> |
|
274 <B>Literature:</b> |
|
275 There is a web-page with various pointers to computer players |
|
276 <A HREF="http://webdocs.cs.ualberta.ca/~games/">here</A>. There are |
|
277 also some good books about computer players, for example: |
|
278 <table> |
|
279 <tr><td><i>Computer Game-Playing: Theory and Practice</i> by M. Bramer, Ellis Horwood Ltd, 1983. |
|
280 (Considers techniques used for programming a variety of games: Chess, Go, Scrabble, Billiards, |
|
281 Othello, etc; includes theoretical issues such as game searching) |
|
282 </td></tr> |
|
283 <tr><td><i>Chips Challenging Champions: Games, Computers and Artificial Intelligence</i> by |
|
284 J. Schaeffer and H.J. van den Herik, North Holland, 2002. |
|
285 </td></tr> |
|
286 <tr><td> |
|
287 <i>Artificial Intelligence for Games</i> by I. Millington and J. Funge, Morgan Kaufmann, 2009. |
|
288 </td></tr> |
|
289 <tr><td> |
|
290 <i>Computer Gamesmanship: The Complete Guide to Creating and Structuring Intelligent Games Programs</i> |
|
291 by D.N.L. Levy, Simon and Schuster, 1983. |
|
292 </td></tr> |
|
293 </table> |
|
294 </p> |
|
295 |
|
296 |
271 </ul> |
297 </ul> |
272 </TD> |
298 </TD> |
273 </TR> |
299 </TR> |
274 </TABLE> |
300 </TABLE> |
275 |
301 |