| 000 | 02063cam a22002778i 4500 | ||
|---|---|---|---|
| 001 | 17615521 | ||
| 005 | 20251008104837.0 | ||
| 006 | m o d | ||
| 007 | cr ||||||||||| | ||
| 008 | 240617s2025 mau ob 001 0 eng d | ||
| 020 | _a9780262551694 | ||
| 035 | _a(MaCbMITP)15544 | ||
| 035 | _a(OCoLC-P)1455429400 | ||
| 040 |
_aOCoLC-P _beng _erda _cOCoLC-P |
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| 041 | _aeng | ||
| 050 | 0 | 0 |
_aQA76.9.A43 _bL54 2025 |
| 100 |
_aLichtman, Elliot _eauthor _926063 |
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| 245 | 1 | 4 |
_aThe computer always wins _b: a playful introduction to algorithms through puzzles and strategy games _c/ Elliot Lichtman. |
| 260 |
_aCambridge, MA : _bThe MIT Press, _c2025. |
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| 300 |
_a182 pages : _billustrations (some color) ; _c23 cm. |
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| 505 | _aHow to use this book — Why algorithms? — Chapter summaries — Searching and sorting. Guess wrong answers — Road not taken — One step at a time — Turn-based strategy games. Whose turn is it anyways — Move faster — Pruning — Random simulation. Throwing darts — Aiming darts — Aiming darts at others — Tracking and training. Rock, paper...paper — Black boxes — Minimizing regret — Afterword — Python review. | ||
| 520 | _aAn engaging and approachable resource for beginning-to-intermediate coders eager to learn advanced ideas in computer programming. In The Computer Always Wins, Elliot Lichtman will teach you some of computer science’s most powerful concepts in a refreshingly accessible way: exploring them through word games, board games, and strategy games you already know. Learn recursion by playing tic-tac-toe, efficient search through puzzle games like sudoku and Wordle, and machine learning by way of the playground classic rock-paper-scissors. Finish the book, and you’ll come away with not only a deeper understanding of these foundational programming techniques but also a new appreciation for the amazing feats that can be accomplished using simple, readable code. | ||
| 650 | 0 |
_aComputer algorithms _913963 |
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| 650 | 0 |
_aBoard games _xMathematics _926064 |
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| 942 | _2lcc | ||
| 999 |
_c5021 _d5021 |
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