Atjaunināt sīkdatņu piekrišanu

E-grāmata: Games, Puzzles, and Computation [Taylor & Francis e-book]

Citas grāmatas par šo tēmu:
  • Taylor & Francis e-book
  • Cena: 160,08 €*
  • * this price gives unlimited concurrent access for unlimited time
  • Standarta cena: 228,69 €
  • Ietaupiet 30%
Citas grāmatas par šo tēmu:
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.

Introduction
1(12)
What is a Game?
3(3)
Computational Complexity Classes
6(3)
Constraint Logic
9(2)
What's Next?
11(2)
I Games in General
13(92)
The Constraint-Logic Formalism
15(10)
Constraint Graphs
16(3)
Planar Constraint Graphs
19(1)
Constraint-Graph Conversion Techniques
20(5)
Constraint-Logic Games
25(14)
Zero-Player Games (Simulations)
26(3)
One-Player Games (Puzzles)
29(2)
Two-Player Games
31(3)
Team Games
34(5)
Zero-Player Games (Simulations)
39(16)
Bounded Games
40(3)
Unbounded Games
43(12)
One-Player Games (Puzzles)
55(16)
Bounded Games
56(5)
Unbounded Games
61(10)
Two-Player Games
71(14)
Bounded Games
72(4)
Unbounded Games
76(5)
No-Repeat Games
81(4)
Team Games
85(16)
Bounded Games
86(3)
Unbounded Games
89(12)
Perspectives on Part I
101(4)
Hierarchies of Complete Problems
101(1)
Games, Physics, and Computation
102(3)
II Games in Particular
105(56)
One-Player Games (Puzzles)
107(34)
TipOver
107(5)
Hitori
112(3)
Sliding-Block Puzzles
115(5)
The Warehouseman's Problem
120(1)
Sliding-Coin Puzzles
120(2)
Plank Puzzles
122(4)
Sokoban
126(3)
Push-2-F
129(4)
Rush Hour
133(3)
Triangular Rush Hour
136(1)
Hinged Polygon Dissections
137(4)
Two-Player Games
141(14)
Amazons
141(5)
Konane
146(3)
Cross Purposes
149(6)
Perspectives on Part II
155(2)
Conclusions
157(4)
Contributions
157(1)
Future Work
158(3)
Appendices
161(56)
A Survey of Games and Their Complexities
163(30)
A.1 Cellular Automata
164(1)
A.2 Games of Block Manipulation
165(5)
A.3 Games of Tokens on Graphs
170(4)
A.4 Peg-Jumping Games
174(1)
A.5 Connection Games
174(1)
A.6 Other Board Games
175(1)
A.7 Pencil Puzzles
175(5)
A.8 Formula Games
180(2)
A.9 Other Games
182(4)
A.10 Constraint Logic
186(1)
A.11 Open Problems
186(7)
B Computational-Complexity Reference
193(10)
B.1 Basic Definitions
193(3)
B.2 Generalizations of Turing Machines
196(3)
B.3 Relationship of Complexity Classes
199(1)
B.4 List of Complexity Classes Used in this Book
199(1)
B.5 Formula Games
200(3)
C Deterministic Constraint Logic Activation Sequences
203(12)
D Constraint-Logic Quick Reference
215(2)
Bibliography 217(13)
Index 230
Robert A. Hearn, Dartmouth College, Hanover, New Hampshire, USA

Erik Demaine, Massachusetts Institute of Technology, Cambridge, USA