WorldCat Identities

Schaeffer, Jonathan

Overview
Works: 72 works in 150 publications in 1 language and 1,392 library holdings
Genres: Conference proceedings 
Roles: Editor, Creator
Classifications: GV1464, 794.20285
Publication Timeline
Key
Publications about  Jonathan Schaeffer Publications about Jonathan Schaeffer
Publications by  Jonathan Schaeffer Publications by Jonathan Schaeffer
Most widely held works by Jonathan Schaeffer
One jump ahead computer perfection at checkers by Jonathan Schaeffer ( )
11 editions published between 2008 and 2009 in English and held by 390 WorldCat member libraries worldwide
Depicts the creation of the world champion checkers computer program, Chinook. This book details the mistakes and technical problems made and the lessons learned in the continuous effort to improve Chinook's performance, revealing the human factor behind the program's design
Computers and games : third international conference, CG 2002, Edmonton, Canada, July 25-27, 2002 : revised papers by Jonathan Schaeffer ( Book )
9 editions published in 2003 in English and held by 301 WorldCat member libraries worldwide
This book constitutes the thoroughly refereed post-proceedings of the Third International Conference on Computers and Games, CG 2002, held in Edmonton, Alberta, Canada in July 2002. The 27 revised full papers presented were carefully selected during two rounds of reviewing and improvement. The papers are organized in topical sections on evaluation and learning, search, combinatorial games and theory opening and endgame databases, single-agent search and planning, and computer Go
Computers, chess, and cognition by T. Anthony Marsland ( Book )
8 editions published between 1990 and 2012 in English and held by 176 WorldCat member libraries worldwide
Computers, Chess, and Cognition presents an excellent up-to-date description of developments in computer chess, a rapidly advancing area in artificial intelligence research. This book is intended for an upper undergraduate and above level audience in the computer science (artificial intelligence) community. The chapters have been edited to present a uniform terminology and balanced writing style, to make the material understandable to a wider, less specialized audience. The book's primary strengths are the description of the workings of some major chess programs, an excellent review of tree searching methods, discussion of exciting new research ideas, a philosophical discussion of the relationship of computer game playing to artificial intelligence, and the treatment of computer Go as an important new research area. A complete index and extensive bibliography makes the book a valuable reference work. The book includes a special foreword by Ken Thompson, author of the UNIX operating system
One jump ahead : challenging human supremacy in checkers by Jonathan Schaeffer ( Book )
11 editions published in 1997 in English and held by 148 WorldCat member libraries worldwide
The new edition of this extraordinary book tells of the creation of the world champion checkers computer program, Chinook. In only two years, Chinook had become a worthy opponent to the world champion, and within four years had defeated all the world's top human players. Jonathan Schaeffer, the originator and leader of the Chinook team, provides an engrossing account of failures and successes. He describes the human story behind the program and his own feelings in learning from mistakes and technical problems in a continuous effort to improve Chinook's performance. Beginning in 1988, we follow the development of Chinook from an innocent question asked over lunch through to the final match against then world champion, Marion Tinsley, and ultimately to its recent triumph, perfecting checkers. As the story unfolds, readers are introduced to its key figures, and to the rules of checkers and the basics of computer game programs. As a result, all those interested in computing and games will enjoy this book
Chips challenging champions : games, computers and artificial intelligence by Jonathan Schaeffer ( Book )
10 editions published in 2002 in English and held by 140 WorldCat member libraries worldwide
One of the earliest dreams of the fledgling field of artificial intelligence (AI) was to build computer programs that could play games as well as or better than the best human players. Despite early optimism in the field, the challenge proved to be surprisingly difficult. However, the 1990s saw amazing progress. Computers are now better than humans in checkers, Othello and Scrabble; are at least as good as the best humans in backgammon and chess; and are rapidly improving at hex, go, poker, and shogi. This book documents the progress made in computers playing games and puzzles. The book is the
High performance computing systems and applications by Jonathan Schaeffer ( Book )
6 editions published in 1998 in English and held by 105 WorldCat member libraries worldwide
Major advances in computing are occurring at an ever-increasing pace. This is especially so in the area of high performance computing (HPC), where today's supercomputer is tomorrow's workstation. High Performance Computing Systems and Applications is a record of HPCS'98, the 12th annual Symposium on High Performance Computing Systems and Applications. The quality of the conference was significantly enhanced by the high proportion of keynote and invited speakers. This book presents the latest research in HPC architecture, networking, applications and tools. Of special note are the sections on computational biology and physics. High Performance Computing Systems and Applications is suitable as a secondary text for a graduate-level course on computer architecture and networking, and as a reference for researchers and practitioners in industry
Computers and games third international conference ; revised papers by CG 2002 ( )
3 editions published in 2003 in English and held by 8 WorldCat member libraries worldwide
This book constitutes the thoroughly refereed post- proceedings of the Third International Conference on Computers and Games, CG 2002, held in Edmonton, Alberta, Canada in July 2002. The 27 revised full papers presented were carefully selected during two rounds of reviewing and improvement. The papers are organized in topical sections on evaluation and learning, search, combinatorial games and theory opening and endgame databases, single-agent search and planning, and computer Go
Experiments in search and knowledge by Jonathan Schaeffer ( Book )
3 editions published in 1986 in English and held by 6 WorldCat member libraries worldwide
Dynamic control in real-time heuristic search ( )
2 editions published between 2007 and 2008 in English and held by 5 WorldCat member libraries worldwide
Is best first search really best? by Alexander Reinefeld ( Book )
2 editions published in 1985 in English and held by 5 WorldCat member libraries worldwide
Experiments in distributed tree-search by Jonathan Schaeffer ( Book )
1 edition published in 1984 in English and held by 4 WorldCat member libraries worldwide
Improving the performance of genetic algorithm learning by choosing a good initial population by Lingyan Shu ( Book )
2 editions published in 1990 in English and held by 4 WorldCat member libraries worldwide
Abstract: "The importance of an initial population on the effectiveness and efficiency of a genetic algorithm learning has been ignored. Our research shows that an initial population generated in a controlled way offers significant improvements over a randomly generated one. A 'smart' initial population can eliminate premature biases, thus preventing premature convergence, and improve the rate of system convergence. Two measures are defined and used to guide the selection of an initial population. A new algorithm is presented to generate a good initial population. Experiments with this algorithm show encouraging results. The method proposed here is general, does not impose any overhead on the genetic algorithm, and has no additional parameters to the system."
Beiträge by Jonathan Schaeffer ( )
in Undetermined and held by 4 WorldCat member libraries worldwide
Man versus machine : the silicon graphics World Checkers Championship by Jonathan Schaeffer ( Book )
2 editions published in 1992 in English and held by 4 WorldCat member libraries worldwide
Anthropomorphic programming by Kellogg S Booth ( Book )
2 editions published in 1984 in Undetermined and English and held by 4 WorldCat member libraries worldwide
Representational difficulties with classifier systems by Dale Schuurmans ( Book )
3 editions published between 1988 and 1989 in English and held by 4 WorldCat member libraries worldwide
A VLSI multi-precision matrix multiplier and polynomial evaluator by Darrell D Makarenko ( Book )
2 editions published in 1984 in English and held by 4 WorldCat member libraries worldwide
The game of chess by Herbert A Simon ( )
2 editions published between 1990 and 1992 in English and held by 4 WorldCat member libraries worldwide
We have seen that the theory of games that emerges from this research is quite remote in both its concerns and its findings from the von Neumann Morgenstern theory. To arrive at actual strategies for the play of games as complex as chess, the game must be considered in extensive form, and its characteristic function is of no interest. The task is not to characterize optimality or substantive rationality, but to define strategies for finding good moves -- procedural rationality. What is emerging, from research on games like chess, is a computational theory of games: A theory of what it is reasonable to do when it is impossible to determine what is best -- a theory of bounded rationality. The lessons taught by this research may be of considerable value for understanding and dealing with situations in real life that are even more complex that the situations we encounter in chess -- in dealing, say, with large organizations, with the economy, or with relations among nations. The game of chess has sometimes been referred to as the Drosophila of artificial intelligence and cognitive science research - a standard task that serves as a test bed for ideas about the nature of intelligence and computational schemes for intelligent systems. Both machine intelligence -- how to program a computer to play good chess (artificial intelligence) -- and human intelligence -- how to understand the processes that human masters use to play good chess (cognitive science) -- are encompassed in this research. (kr)
Proceedings,the Third Artificial Intelligence and Interactive Digital Entertainment conference : 6-8 June 2007, Stanford, California by Artificial Intelligence and Interactive Digital Entertainment Conference ( Book )
2 editions published in 2007 in English and held by 4 WorldCat member libraries worldwide
Experiments in distributed game-tree searching by Jonathan Schaeffer ( Book )
2 editions published in 1987 in Undetermined and English and held by 3 WorldCat member libraries worldwide
 
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Alternative Names
Schaeffer, J.
Languages
English (81)
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