Abstract :
This book contains 12 chapters, of which 8 are descriptions of how the author used genetic programming to solve different games. In order, the games Prof. Sipper describes are lose checkers, chess end games, search algorithms for regular chess, backgammon, simulated Robocode,simulated racing cars, the puzzle Rush Hour, and the puzzle FreeCell. Each chapter, and one additional detailed chapter for lose checkers, gives a comprehensive description on how the author solved the game using genetic programming. The reader can get a good understanding of the work and approach used to solve the game before delving deeper into the original conference and journal papers published by the author for more rigorous descriptions and empirical results.