Algorithms Books
Related Subjects: Compression Speech Recognition Computational Algebra Pseudorandom Numbers Animated Sorting and Searching Complexity Publications
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Used price: $23.00

Uneven book, but with some interesting elementsReview Date: 2002-06-24
Useful, practical algorithms and codeReview Date: 2001-11-11


Not bad, but....Review Date: 2001-03-14
For the more advanced practionerReview Date: 2003-05-05
I also found the chapter on interior-node recognizers unique and eye opening. A number of clever enhancements are provided that coupled with chapter 6, on knowledgable tablebase encoding, are sure to provide a idea or two even to hardened computer programmers.
This book is not for the faint of heart, but if you spend the time delving through it, you will more than likely find a number of ideas to apply to your chess engine. It is written with an academic perspective and is rigourous in the ideas that it presents (unlike Levy and Monroe's books which are geared more towards the general public).


overview of 4 popular languagesReview Date: 2000-03-28
Good supplement for anyone learning basic computer programmingReview Date: 2006-07-28
This book was written in 1999, so the properties of the four featured programming languages have changed some, but not enough to nullify the usefulness of this book. I would say that this book is suitable for high school and freshman college students getting their first look at the basics of computing and of programming in any language. This book does not substitute as an introductory textbook for learning the four programming languages used, but it would make a nice supplement.

Used price: $43.99

good text on use of mathematical languages in statsReview Date: 2008-02-09
a variety of statistical applications of symbol computationReview Date: 2000-12-15


The first of its kindReview Date: 2001-09-11
Evolutionary strategies are thought of as dynamical systems in the book, but these are not in general deterministic, but probabilistic in nature. The state space of the dynamical system consists of the direct product of an object parameter space, an endogenous strategy parameter set, and a collection of fitness functions. Evolution takes place in this state space via the "genetic operators", i.e. the selection, mutation, reproduction, and recombination operators. The goal of course is to find an optimum solution to the problem, and so a consideration of the convergence of the evolution strategy to this optimum must be addressed.
These issues and others, such as the differentiation between evolutionary strategies and ordinary Monte Carlo methods, are discussed in great detail in the book. The author emphasizes that the mechanism of evolutionary strategies lies in the local properties of state space, the evolutionary process being obtained by small steps in this space. He also suggests three prerequisites for the working of evolutionary algorithms, namely the evolutionary progress principle, the genetic repair hypothesis, and mutation-induced operation by recombination. The first is the statement that each change of the individuals in the state space can result in fitness gain as well as fitness loss. The second is a device employed for statistical estimation, and attempts to answer why recombinant evolution strategies are better than nonrecombinant strategies. The third is the statement that dominant recombination causes cohesion of a population and is represented by a local operator which transforms the mutations by a random sampling process.
The author makes use of differential geometry in the book to establish a theoretical framework to predict the local performance of evolution strategies. The hypersurface model is constructed as a fitness model for the calculation of progress measures, and for an elementary model of evolution dynamics. Tensor calculus is employed to study deformations of the sphere model, with the goal of obtaining useful formulae for the progress rate. A mean radius of this deformation is calculated, to serve as a substitute radius in the progress rate formulae for the sphere model.
For the case of (1+1)-selection, i.e. one parent and one offspring, where both parents and offspring are contained in the selection pool, the author derives exact integral representations for the progress rate. The quality gain for one parent and any member of offspring is also considered, and the author derives an integral expression for it using an approximation of the distribution function of the mutation-induced fitness distribution. He argues that the progress rate and the quality gain are progress measures that describe totally different aspects of the performance of evolution strategies.
The general problem of an evolution strategy with arbitrary numbers of parents and offspring is also considered. Since the distribution of parents in the parameter space is unknow, and since it changes in successive generations, this makes the analysis of the progress rate extremely difficult. The author does however derive the relations for this model in terms of a formal expression for the progress rate which is given as an integral over the distribution of a single descendant, which is generation-dependent and unknown. This distribution is approximated using Hermite polynomials and the determination of this function is then reduced to the finding of a collection of coefficients. These coefficients are functions of moments of the offspring and are estimated by the random selection process of the evolution strategy.
Recombinative evolution strategies are also studied by the author, and two special recombination types considered, namely the intermediate and dominant cases. Intermediate recombination is shown to lead to higher performance compared to nonrecombinativie strategies. The dominant case is shown to lead to mutation-induced speciation by recombination.
The author also analyzes the dynamic adaptation of the mutation strength to the local topology of the fitness landscape. Self-adaptation, which is the method for applying evolution to the adjustment of optimal strategy parameter values, is given detailed treatment for the case of one parent in terms of mean value dynamics.
The German TraditionReview Date: 2005-08-21
It is quite a dense book, making heavy use of differential geometry. You can find a more brief treatment of ES along with a comparison to EP and GA in Bäck's "Evolutionary Algorithms in Theory and Practice".


Good, but no very lucidReview Date: 2001-01-15
Trellises and Trellis-Based Decoding Algorithms for Linear BReview Date: 2000-10-19
This book includes the latest research results as well as the material which is essential and useful for practical applicaitons. It is a very good text book for a course on specail topics in coding or a supplemental text book for a course on error correcting codes, and it is a very informative coding book for communication systems engineers.

abs review and updateReview Date: 2000-10-02


Good coverage but too simple resultsReview Date: 2001-03-30


Multidisciplinary with practical implementation guidelinesReview Date: 2002-10-17

Used price: $189.96

ART Model down to Earth.Review Date: 2000-09-30
Related Subjects: Compression Speech Recognition Computational Algebra Pseudorandom Numbers Animated Sorting and Searching Complexity Publications
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On very few pages, it tries to cover a huge variety of topics, from modelling and animation to rendering.
Unfortunately, the results are usually not very successful, since sometimes important areas of research are not even mentioned and others, the solution provided by the author is not a great one at all.
The book can be best seen as a tutorial covering the algorithms used in R. Stuart Fergusson's now freely available OpenFX (with source code).
Albeit the title implies that this is a book aimed at experienced people in computer graphics, don't be deceived. This is a book for newbies. However as such it is hard to recommend it. At best, this book can help students understand the complications involved in going from a theoretical algorithm to an actual implementations of it. And the code provided should be seen by students as an example of how NOT to code for CG graphics: a lot of it in spaghetti C.
The text is clear and the first pages covering most of the basic concepts of 3D graphics is a good introduction. However, even then, some important concepts of CG are hardly ever mentioned, like NURBs curves and surfaces.
Albeit each chapter covers a specific area, the book is disorganized jumping from modeling to rendering and back again for no reason.
Pages are devoted to the most trivial storage of polygons in memory, and the author then provides a very inefficient way to store polygon connectivity for subdivision (never mentioning that edge structures such as half-edge or quad-edges have been known for quiet some time and are way more practical than his ad-hoc methods).
Following are chapters devoted to scanline rendering and raytracing. The information provided is also simple and mostly just a description of the techniques implemented in his 3D package.
Then jumping to animation... keyframing is described briefly and mostly in terms of the very bad TCB spline approach. Hierarchies and bones come next, with a decent introduction to IK systems. Physical simulations are discussed later, but so badly that it is not worth the few pages there are.
The Polygonal modelling chapter is okay, given the basics of several common algorithms that anyone dealing with polys will need all the time.
The coverage of image processing is laughable.
And then comes a chapter devoted to procedural textures. This is probably the best thing in the book, assuming you already read "Texturing and Modelling: A procedural approach". Besides covering the obvious textures based around Perlin noise, the author goes beyond that by giving an introduction to the more powerful crystal-based textures, which afaik have not been well documented in the past and are usually not described in most courses, since they are impossible to do just with Prman's SL. The explanation and theory is not amazing but it does give an introduction that can help understand his code and is indeed more practical than the famous "T&M" book, which these days seems pretty outdated. As is the case in the rest of the text, the author gives you a little peek at his code and structures he has used, which students that have a solid coding experience may find helpful. Unfortunately, these snippets of structs are really pretty bad and I would not want to encourage anyone to follow those constructions, beyond a learning guide.
The final chapters are devoted to Win32 specifics, which are likely already out of date: some DirectX code and a Windows player.
Overall this will be a book useful for only for someone that has just started computer graphics or maybe a shader writer interested in procedurals. The explanations are certainly more accessible than other more popular texts.
At the same time, it would be unfortunate if this book was their only reference.