Computer games, Volumen2 |
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Página 74
Strategy 1. Play so as to score a significant number of points (two or more).
Strategy 2. Play so as to block the next opponent from scoring and/or playing.
Strategy 3. Play so as to help the machine's partner, either giving him pieces to
play off or ...
Strategy 1. Play so as to score a significant number of points (two or more).
Strategy 2. Play so as to block the next opponent from scoring and/or playing.
Strategy 3. Play so as to help the machine's partner, either giving him pieces to
play off or ...
Página 76
At the end of each hand, the program adapts by changing weights in the strategy
signature table. By saving a record of what strategies are used in the hand, the
winning strategies can be reinforced and the losing ones weakened. Each of the
...
At the end of each hand, the program adapts by changing weights in the strategy
signature table. By saving a record of what strategies are used in the hand, the
winning strategies can be reinforced and the losing ones weakened. Each of the
...
Página 474
We also plan to compare the OD backing-up procedure to an alpha-beta-pruning
minimax strategy. We will experiment with the OD strategy in other games —
Reversi in particular — and we may also apply the method to more general ...
We also plan to compare the OD backing-up procedure to an alpha-beta-pruning
minimax strategy. We will experiment with the OD strategy in other games —
Reversi in particular — and we may also apply the method to more general ...
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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