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 23
PLANS is a four - element list ( one for each suit ) , each element being a list of
schema as generated by PLAN . STILLNEED is the number of tricks needed to
make the contract after the top tricks have been taken . The routine returns a
single ...
PLANS is a four - element list ( one for each suit ) , each element being a list of
schema as generated by PLAN . STILLNEED is the number of tricks needed to
make the contract after the top tricks have been taken . The routine returns a
single ...
Página 129
The blocks , edge elements , are delineated by two edge linkages in succession (
not necessarily adjacent ) , which do not belong to the same group . For example
, an edge element is created when White plays an 13 kakari against a Black d4 ...
The blocks , edge elements , are delineated by two edge linkages in succession (
not necessarily adjacent ) , which do not belong to the same group . For example
, an edge element is created when White plays an 13 kakari against a Black d4 ...
Página 298
A description consists of a “ node list ” followed by a “ pattern list . ” The node list
has an element for each explicit node ( the “ parent " node of the element ) . The
elements are listed in the serial order of the labels of their parent nodes . Thus ( 1
...
A description consists of a “ node list ” followed by a “ pattern list . ” The node list
has an element for each explicit node ( the “ parent " node of the element ) . The
elements are listed in the serial order of the labels of their parent nodes . Thus ( 1
...
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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
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