Games, Puzzles, and Computation / Edition 1

Games, Puzzles, and Computation / Edition 1

ISBN-10:
1568813228
ISBN-13:
9781568813226
Pub. Date:
06/30/2009
Publisher:
Taylor & Francis
ISBN-10:
1568813228
ISBN-13:
9781568813226
Pub. Date:
06/30/2009
Publisher:
Taylor & Francis
Games, Puzzles, and Computation / Edition 1

Games, Puzzles, and Computation / Edition 1

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Overview

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.

Product Details

ISBN-13: 9781568813226
Publisher: Taylor & Francis
Publication date: 06/30/2009
Series: AK Peters/CRC Recreational Mathematics Series
Edition description: New Edition
Pages: 248
Product dimensions: 6.20(w) x 9.10(h) x 0.70(d)

About the Author

Robert A. Hearn, Dartmouth College, Hanover, New Hampshire, USA

Erik Demaine, Massachusetts Institute of Technology, Cambridge, USA

Table of Contents

Introduction. I Games in General. The Constraint-Logic Formalism. Constraint-Logic Games. Zero-Player Games (Simulations). One-Player Games (Puzzles). Two-Player Games. Team Games. Perspectives on Part I. II Games in Particular. One-Player Games (Puzzles). Two-Player Games. Perspectives on Part II. Conclusions. Appendices. Survey of Games and Their Complexities. Computational-Complexity Reference. Deterministic Constraint Logic Activation Sequences. Constraint-Logic Quick Reference

What People are Saying About This

From the Publisher

Games, Puzzles, and Computation will serve well in roles similar to that of Garey and Johnson’s book. In particular, the text would work exceedingly well as a reference for what’s known in the subfield of game/puzzle complexity or for self-study by someone familiar with basic computational complexity principles who is interested in learning more about the complexity of games and puzzles. It would also serve well as supplementary material to an upper-level undergraduate or entry-level graduate special topics course in game/puzzle complexity. It could also be used as the primary text for such a course (in principle) given extra preparation by the instructor … .
—Daniel Apon, SIGACT News, September 2011

The authors show that there are underlying mathematical reasons that games and puzzles are challenging (which perhaps explains why they are so much fun). Complementarily, 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.
L'Enseignement Mathematique, December 2009

… intriguing book … Hearn and Demaine present an elegant family of benchmarks they have developed, allowing them to settle open questions on the complexity of various games. … and the authors certainly provide plenty to mull over. The publisher A K Peters has done a quite nice job of production, as well. All in all, this is a book well worth looking into.
—Leon Harkleroad, MAA Reviews, December 2009

This book will be of interest to advanced readers working in this area.
—Brian Borchers, CHOICE, February 2010

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