Games, Puzzles, and Computation

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A01=Erik D. Demaine
A01=Robert A. Hearn
advanced game complexity studies
algorithmic problem solving
Author_Erik D. Demaine
Author_Robert A. Hearn
Basis Vertices
Blue Edge
boolean
Boolean Formulas
Bounded Games
Category=PBT
Category=PBUD
Cellular Automata
CNF Formula
Combinatorial Game Theory
computational game analysis
Conditional Gadget
constraint
Constraint Graph
Constraint Logic
discrete mathematics research
Dual Rail Logic
Edges eB
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
formula
Formula Games
Game Computation
graph
logic
machine
mathematical logic applications
model
Output Edge
Peg Solitaire
planar
Planar Graphs
puzzle complexity theory
Red Edges
Satisfying Assignment
simulation models
Sliding Block Puzzles
Target Edge
turing
Turing Machine
Variable Gadget
VARIABLE Vertices
Vertex Types
zero-player

Product details

  • ISBN 9781568813226
  • Weight: 460g
  • Dimensions: 152 x 229mm
  • Publication Date: 30 Jun 2009
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
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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.

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

Erik Demaine, Massachusetts Institute of Technology, Cambridge, USA

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