Computer Games IISpringer New York, 1988 M06 24 - 546 páginas Long 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 171
... shows us at once , without computing the tree in Figure 13 , that the only possible values are 3 ( one or two Black stones ) , 0 ( board empty or one stone of each color ) , and -3 ( one or two White stones ) . It follows that V ( 1 , 3 ) ...
... shows us at once , without computing the tree in Figure 13 , that the only possible values are 3 ( one or two Black stones ) , 0 ( board empty or one stone of each color ) , and -3 ( one or two White stones ) . It follows that V ( 1 , 3 ) ...
Página 174
... shows that 3 x 3 Go has the value 9. A modification of this analysis shows that V ( 2 , 4 ) = 8. An optimal strategy for Black begins with a move to the center . Black's second move is to the adjacent center square in the other row , if ...
... shows that 3 x 3 Go has the value 9. A modification of this analysis shows that V ( 2 , 4 ) = 8. An optimal strategy for Black begins with a move to the center . Black's second move is to the adjacent center square in the other row , if ...
Página 200
... show how the web perception system works in a game context . Figure 5 shows the web for the White stone at c8 in the game situation originally introduced in Figure 1. As in Figure 2 , only odd- numbered circumferential strands and a few ...
... show how the web perception system works in a game context . Figure 5 shows the web for the White stone at c8 in the game situation originally introduced in Figure 1. As in Figure 2 , only odd- numbered circumferential strands and a few ...
Contenido
Chess | 3 |
by ALAN M STANIER 127 | 12 |
by ALAN M STANIER | 21 |
Derechos de autor | |
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Términos y frases comunes
5-pattern adjacent algorithm analysis artificial intelligence block board position board situation branch branching factor called capture chess color complete components Computer Go configuration considered corner data structure decision described determined 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 3 Hand heuristic high-card points human players IAGO IAGO's initial Jonathan Cerf joseki learning legal moves lens linkage list of subgoals look-ahead machine minimax Move number msec node opponent opponent's optimal Othello pair pass perception pieces poker possible moves problem qubic REVERSI routine rules Santa Cruz Open schema score selection sequence square stable strand strategy string tactical techniques territory Theorem token tournament Trick tsumego update vacant weighting factors White winning