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 171
Note that the bound MN is best possible and is attained by any legal final position
in which np > 0 and ns = 0 . Corollary 3 ( Chinese Scoring ) . If V for a final
position is computed as ( AB – Aw ) + ( NB – nw ) , known as Chinese scoring ,
the ...
Note that the bound MN is best possible and is attained by any legal final position
in which np > 0 and ns = 0 . Corollary 3 ( Chinese Scoring ) . If V for a final
position is computed as ( AB – Aw ) + ( NB – nw ) , known as Chinese scoring ,
the ...
Página 172
1 • MOVE NUMBER - → 2 3 4 5 6 • • + 3 7 8 9 10 11 12 1 00 DO 0 - 3 BRANCH
NUMBER 00 - 3 0 - 3 0 Notes : Note that ( 12 , 7 ) repeats ( 12 , 5 ) . Here the only
active move repeats the previous position at ( 2 , 3 ) and a pass repeats a ...
1 • MOVE NUMBER - → 2 3 4 5 6 • • + 3 7 8 9 10 11 12 1 00 DO 0 - 3 BRANCH
NUMBER 00 - 3 0 - 3 0 Notes : Note that ( 12 , 7 ) repeats ( 12 , 5 ) . Here the only
active move repeats the previous position at ( 2 , 3 ) and a pass repeats a ...
Página 433
We note that these and related concepts are disputed and even rejected by some
researchers on both philosophical and practical grounds . We do not intend to
enter the discussion beyond our pragmatic interpretation of certain facts .
We note that these and related concepts are disputed and even rejected by some
researchers on both philosophical and practical grounds . We do not intend to
enter the discussion beyond our pragmatic interpretation of certain facts .
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Contenido
Chess | 3 |
by ALAN M STANIER | 12 |
by Alan M STANIER | 21 |
Derechos de autor | |
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addition analysis arrangement begin Black block branch called changes chess complete components configuration considered consists 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