Buch, Englisch, 192 Seiten, Format (B × H): 161 mm x 240 mm, Gewicht: 458 g
How Computers Mirror Life Includes CD-ROM
Buch, Englisch, 192 Seiten, Format (B × H): 161 mm x 240 mm, Gewicht: 458 g
ISBN: 978-0-19-853100-5
Verlag: OUP Oxford
The book Modeling Reality covers a wide range of fascinating subjects, accessible to anyone who wants to learn about the use of computer modeling to solve a diverse range of problems, but who does not possess a specialized training in mathematics or computer science. The material presented is pitched at the level of high-school graduates, even though it covers some advanced topics (cellular automata, Shannon's measure of information, deterministic chaos, fractals, game theory, neural networks, genetic algorithms, and Turing machines). These advanced topics are explained in terms of well known simple concepts: Cellular automata - Game of Life, Shannon's formula - Game of twenty questions, Game theory - Television quiz, etc. The book is unique in explaining in a straightforward, yet complete, fashion many important ideas, related to various models of reality and their applications.
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Grafikprogrammierung
- Mathematik | Informatik EDV | Informatik Informatik Künstliche Intelligenz Wissensbasierte Systeme, Expertensysteme
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
- Mathematik | Informatik EDV | Informatik Informatik Virtuelle Realität, Erweiterte Realität
Weitere Infos & Material
- 1: From Building Blocks to Computers: Models and Modeling
- 2: The Game of Life: A Legendary Cellular Automaton
- 3: Heads or Tails: Probability of an Event
- 4: Galton's Board: Probability and Statistics
- 5: Twenty Questions: Probability and Information
- 6: Snowflakes: The Evolution of Dynamical Systems
- 7: The Lorenz Butterfly: Deterministic Chaos
- 8: From Cantor to Mandelbrot: Self-Similarity and Fractals
- 9: Typing Monkeys: Statistical Linguistics
- 10: The Bridges of Konigsberg: Graph Theory
- 11: Prisoner's Dilemma: Game Theory
- 12: Let the Best Man Win: Genetic Algorithms
- 13: Computers Can Learn: Neural Networks
- 14: Unpredictable Individuals: Modeling Society
- 15: Universal Computer: The Turing Machine
- 16: Hal, R2D2 and Number 5: Artificial Intelligence
- Epilog
- Programs
- Further Reading
- Index




