Readings in Artificial Intelligence and Software Engineering

Readings in Artificial Intelligence and Software Engineering

Author: Charles Rich

Publisher: Morgan Kaufmann

Published: 2014-06-28

Total Pages: 625

ISBN-13: 1483214427

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Readings in Artificial Intelligence and Software Engineering covers the main techniques and application of artificial intelligence and software engineering. The ultimate goal of artificial intelligence applied to software engineering is automatic programming. Automatic programming would allow a user to simply say what is wanted and have a program produced completely automatically. This book is organized into 11 parts encompassing 34 chapters that specifically tackle the topics of deductive synthesis, program transformations, program verification, and programming tutors. The opening parts provide an introduction to the key ideas to the deductive approach, namely the correspondence between theorems and specifications and between constructive proofs and programs. These parts also describes automatic theorem provers whose development has be designed for the programming domain. The subsequent parts present generalized program transformation systems, the problems involved in using natural language input, the features of very high level languages, and the advantages of the programming by example system. Other parts explore the intelligent assistant approach and the significance and relation of programming knowledge in other programming system. The concluding parts focus on the features of the domain knowledge system and the artificial intelligence programming. Software engineers and designers and computer programmers, as well as researchers in the field of artificial intelligence will find this book invaluable.


Scientific and Technical Aerospace Reports

Scientific and Technical Aerospace Reports

Author:

Publisher:

Published: 1979

Total Pages: 990

ISBN-13:

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Lists citations with abstracts for aerospace related reports obtained from world wide sources and announces documents that have recently been entered into the NASA Scientific and Technical Information Database.


They Create Worlds

They Create Worlds

Author: Alexander Smith

Publisher: CRC Press

Published: 2019-11-19

Total Pages: 601

ISBN-13: 042975261X

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They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.