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    The Games that Computers (and Humans) Play: A Non-Technical Introduction to Artificial Intelligence

    The Games that Computers (and Humans) Play by Schaeffer, Jonathan;

    A Non-Technical Introduction to Artificial Intelligence

    Series: Chapman & Hall/CRC Artificial Intelligence and Robotics Series;

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      • Publisher's listprice GBP 130.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        58 695 Ft (55 900 Ft + 5% VAT)
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      • Discount is valid until: 30 June 2026

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    Product details:

    • Edition number 1
    • Publisher Chapman and Hall
    • Date of Publication 30 April 2026

    • ISBN 9781032936611
    • Binding Hardback
    • No. of pages328 pages
    • Size 254x178 mm
    • Weight 770 g
    • Language English
    • Illustrations 59 Halftones, black & white; 38 Line drawings, black & white; 20 Tables, black & white
    • 700

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    Short description:

    The Games that Computers (and Humans) Play is a non-technical introduction to AI using games to illustrate the concepts, written by an internationally known researcher in Artificial Intelligence. This book is an ideal introduction for the non-scientist and anyone interested in how games have shaped Artificial Intelligence.

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    Long description:

    The Games that Computers (and Humans) Play is a non-technical introduction to AI using games to illustrate the concepts, written by an internationally known researcher in Artificial Intelligence.


    Games and puzzles (one-person games) are a microcosm of the real world. In this book, they are used to illustrate the underlying technologies behind popular commercial AI products. The secrets of the computer’s successes are revealed, and they are often counterintuitive. Many of the methods used sound silly and no human would ever mimic the computer’s approach, yet it is hard to argue with success. With your new-found understanding of how AI enables computers to achieve superhuman performance at games, the book gives the reader intuitive insight into how this transformative technology is going to revolutionize our world.


    With easily understandable descriptions, this book is an ideal introduction for the non-scientist and anyone interested in how games have shaped the history and development of Artificial Intelligence.

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    Table of Contents:

    1. Games: That Computers (and People) Play  2. Ask Interesting (AI)  3. Games: The Sandbox  4. Abilities Innate (AI)  5. Games: Tic-Tac-Toe  6. Anatomy Interpretation (AI)  7. Games: Checkers, Chess, and Go  8. 1997: The Longest Ongoing Experiment in Computer Science History  9. Analysis Insight (AI)  10. Games: Backgammon and Go  11. Anonymous Ingredient (AI)  12. Games: Rubik’s Cube and the Sliding-Tile Puzzle  13. 1994: Didn’t Samuel Solve that Game?  14. Avenue Intersections (AI)  15. Games: Slot Machines  16. Adaptive Introduction (AI)  17. Games: Rock-Paper-Scissors  18. 2008: Know When to Hold ’Em; Know When to Fold ’Em  19. Automaton Instruction (AI)  20. 2016: Gonna Gallantly Go Get Great Go Goal  21. Chatty Chatty Bang Bang: Anticipating Intelligence (AI)  22. Ahead Informed (AI)  23. Acquired Insight (AI) On Artificial Intelligence (AI)

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