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 456
to modify some of the present machine players into descriptive models , indeed
psychological theories , of certain aspects of human behavior . We shall report on
this at a later time . 7 . Conclusions and Perspectives We have described in this ...
to modify some of the present machine players into descriptive models , indeed
psychological theories , of certain aspects of human behavior . We shall report on
this at a later time . 7 . Conclusions and Perspectives We have described in this ...
Página 465
Present situation Possible moves Possible strategic values for player V ( x ) V2 ( x
) . . . . . V . ( x ) Figure 3 . One - level offensive strategy tree . An offensive player
chooses the move which yields the largest strategic value among V , ( ) , V2 ( x ) ...
Present situation Possible moves Possible strategic values for player V ( x ) V2 ( x
) . . . . . V . ( x ) Figure 3 . One - level offensive strategy tree . An offensive player
chooses the move which yields the largest strategic value among V , ( ) , V2 ( x ) ...
Página 478
In its pure form the look - ahead would run to the end of the game , and the best
move for the present position could then be determined by a process of “ minimax
, " where it is assumed that the opponent will choose among his alternative ...
In its pure form the look - ahead would run to the end of the game , and the best
move for the present position could then be determined by a process of “ minimax
, " where it is assumed that the opponent will choose among his alternative ...
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added analysis arrangement attack basic Black block branch called chess complete components configuration connected considered created data structure decision defined described determined developed discs discussed draw edge effect element evaluation example expert fact factors Figure final forcing four function further given gives goal Hand heuristic holds human important initial interesting knowledge lead learning linkage look look-ahead machine means method move node Note object opening opponent particular pass pattern pieces planning play player points position possible present probability problem reasonable recognize represent routine rules score selection sequence shows side simple situation specific square stones strategy string structure subgoals success suit tactical territory tree Trick turn weighting White winning