Computer Games IILong before the advent of the electronic computer, man was fascinated by the idea of automating the thought processes employed in playing games of skill. The very first chess "Automaton" captured the imagination oflate eighteenth century Vienna, and by the early 1900s there was a genuine machine that could play the chess endgame of king and rook against a lone king. Soon after the invention of the computer, scientists began to make a serious study of the problems involved in programming a machine to play chess. Within a decade this interest started to spread, first to draughts (checkers) and later to many other strategy games. By the time the home computer was born, there had already been three decades of research into computer games. Many of the results of this research were published, though usually in publications that are extremely difficult (or even impossible for most people) to find. Hence the present volumes. Interest in computers and programming has now reached into almost every home in the civilized world. Millions of people have regular access to computers, and most of them enjoy playing games. In fact, approximately 80 percent of all software sold for use on personal computers is games software. |
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Página 138
Structure of the Go - machine . operator results , which filters the number of
possible moves given by the main program , retaining those which show a
maximum ratio of success . ( If the position cannot be found in the lexicon , the
initial number ...
Structure of the Go - machine . operator results , which filters the number of
possible moves given by the main program , retaining those which show a
maximum ratio of success . ( If the position cannot be found in the lexicon , the
initial number ...
Página 139
All moves for which the success curve increases are considered good , all moves
of the loser for which the success curve decreases more rapidly than in the
preceding move are considered bad , and the corresponding moves of the
winner as ...
All moves for which the success curve increases are considered good , all moves
of the loser for which the success curve decreases more rapidly than in the
preceding move are considered bad , and the corresponding moves of the
winner as ...
Página 140
If a move is considered good , the success quotients a / b of the lexicon class and
the table for the heuristic computer are changed to ( a + 1 ) / ( b + 1 ) . If the move
is neutral , only the divisors of the success quotients of the heuristic computer ...
If a move is considered good , the success quotients a / b of the lexicon class and
the table for the heuristic computer are changed to ( a + 1 ) / ( b + 1 ) . If the move
is neutral , only the divisors of the success quotients of the heuristic computer ...
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Contenido
Chess | 3 |
by ALAN M STANIER | 12 |
by ALAN M STANIER | 21 |
Derechos de autor | |
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Términos y frases comunes
analysis arrangement begin Black block branch called changes chess complete components configuration considered consists contains corner data structure decision defined described determined developed discs discussed draw edge effect element evaluation example expert fact factor Figure final forcing four function given gives goal Hand heuristic human IAGO important initial interesting knowledge lead learning limited linkage machine means method move node Note object opening opponent pair particular pass pattern pieces planning play player poker position possible present probability problem reason region relations represent routine rules score selection sequence shows side simple situation square stones strategy string structure subgoals success suit tactical territory tournament tree Trick turn weighting White winning