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 4
... difficult hands , however , the winning strategy usually involves several important branches , each covering a critical variation of the defense . The number of these branches is always much less than 1020 , and that is why human ...
... difficult hands , however , the winning strategy usually involves several important branches , each covering a critical variation of the defense . The number of these branches is always much less than 1020 , and that is why human ...
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... difficult complete hands ( 13 cards per player ) is not nearly so impressive . If the problem is relatively easy the heuristic works well and the program finds the solution rapidly . If , however , the heuristic makes a blunder early in ...
... difficult complete hands ( 13 cards per player ) is not nearly so impressive . If the problem is relatively easy the heuristic works well and the program finds the solution rapidly . If , however , the heuristic makes a blunder early in ...
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... difficult . There is no trivial way in which the computer can calculate the correct move . The computer must ... difficult problems : The researcher does not know how to make a direct attack on many difficult , real problems , and he ...
... difficult . There is no trivial way in which the computer can calculate the correct move . The computer must ... difficult problems : The researcher does not know how to make a direct attack on many difficult , real problems , and he ...
Contenido
by ALAN M STANIER | 12 |
by ALAN M STANIER | 21 |
CHAPTER 3 | 32 |
Derechos de autor | |
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5-pattern abcdefgh adjacent algorithm analysis artificial intelligence basic block board position board situation branch branching factor called capture chess color complete components computer chess Computer Go configuration considered corner data structure decision described 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 2 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 points poker possible moves problem REVERSI routine rules Santa Cruz Open schema score selection sequence square stable strand strategy string tactical techniques territory Theorem tournament Trick tsumego update vacant weighting factors winning