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The Computer Always Wins - Elliot Lichtman

The Computer Always Wins

A Playful Introduction to Algorithms through Puzzles and Strategy Games

(Autor)

Buch | Softcover
208 Seiten
2025
MIT Press (Verlag)
978-0-262-55169-4 (ISBN)
CHF 39,90 inkl. MwSt
An engaging and approachable resource for beginning-to-intermediate coders eager to learn advanced ideas in computer programming. Too often, the magic of computer science is locked behind an intimidating wall of syntax and mathematics. Students of all ages are drawn to the idea of using computers to ask questions and solve problems, but the standard computer science curriculum demands that they first slog through a seemingly endless run of dull, technical muck. They want to tinker; they are told to trudge. In The Computer Always Wins, Elliot Joseph Lichtman strips away these conventional barriers, using familiar puzzles and strategy games to explore some of computer science s most inspiring ideas. The Computer Always Wins is designed for readers who know the bare-bones basics of computer programming and are ready to truly love it. The book introduces some of the field s most powerful concepts but does so accessibly by framing them in the context of word games, board games, and strategy games that readers already know. Tic-Tac-Toe helps a student understand recursion. Wordle teaches how to efficiently parse an enormous list. Rock-paper-scissors becomes an intuitive gateway to machine learning. By the end of the book, readers come away with not only a better understanding of these foundational strategies, but also a joyful appreciation for the amazing and exciting feats that can be accomplished using simple, readable code.

Elliot Joseph Lichtman started teaching online classes in computer science in March 2020. At the time, he was a freshman in high school. His small classes in algorithm design quickly grew into a series of larger and longer offerings. From those offerings, this book was born. Lichtman is now studying at Yale University.

Preface: Why This Book?
How to Use This Book
Introduction: Why Algorithms?
Chapter Summaries
Games that Involve Searching and Sorting
1. Guess Wrong Answers
2. The Road Not Taken
3. One Step at a Time
Turn-Based Strategy Games
4. Whose Turn Is It Anyway?
5. Move Faster
6. Pruning the Tree
Using Random Simulation
7. Throwing Darts
8. Aiming Darts
9. Aiming Darts at Others
Tracking and Training
10. Rock, Paper…Paper
11. Black Boxes
12. Minimizing Regret
Afterward: More Than a Game
Appendix: Python Review
References
About the Author
Index

Erscheinungsdatum
Zusatzinfo 123 COLOR ILLUS., 11 BLACK AND WHITE ILLUS
Sprache englisch
Maße 152 x 229 mm
Themenwelt Schulbuch / Wörterbuch Unterrichtsvorbereitung Unterrichts-Handreichungen
Mathematik / Informatik Informatik Software Entwicklung
Informatik Theorie / Studium Algorithmen
Sozialwissenschaften Pädagogik
ISBN-10 0-262-55169-1 / 0262551691
ISBN-13 978-0-262-55169-4 / 9780262551694
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
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