Computer games, Volumen2 |
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Chess | 3 |
by Alan M Stanier | 12 |
by Alan M Stanier | 21 |
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5-pattern adjacent algorithm analysis artificial intelligence Bayesean block board position board situation branch branching factor called capture chess color complete components Computer Go configuration considered corner data structure decision described determined developed discs dominoes draw edge endgame evaluation function example expert Figure game tree games played given Go game Go player Go program Go-Moku goal Gopal half-moves Hand heuristic high-card points human players IAGO IAGO's initial interactions intersection Jonathan Cerf joseki learning legal moves lens linkage list of subgoals look-ahead minimax msec node opponent opponent's optimal Othello pair pass perception pieces points poker possible moves potential problem qubic REVERSI routine rules Santa Cruz Open schema score selection sequence square stable strand strategy string tactical techniques territory Theorem tic-tac-toe token tournament Trick tsumego turn update vacant weighting factors winning