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 7
Unlike the prover , the heuristic program is very crude . Defensive plays are
based on rather sketchy rules of thumb , such as “ second - hand low , third -
hand high , " " cover an honor with an honor , " " pitch worthless suits rather than
suits with ...
Unlike the prover , the heuristic program is very crude . Defensive plays are
based on rather sketchy rules of thumb , such as “ second - hand low , third -
hand high , " " cover an honor with an honor , " " pitch worthless suits rather than
suits with ...
Página 70
Either the entire program can be specified in advance as a set of algorithmic or
heuristic procedures , or the program can be ... The use of the terms “ learning , ” “
algorithm , ” and “ heuristics ” differs somewhat among computer scientists .
Either the entire program can be specified in advance as a set of algorithmic or
heuristic procedures , or the program can be ... The use of the terms “ learning , ” “
algorithm , ” and “ heuristics ” differs somewhat among computer scientists .
Página 140
The parameters of the heuristic computer are calculated for all moves . If a move
is considered good , the success quotients a / b of the lexicon class and the table
for the heuristic computer are changed to ( a + 1 ) / ( b + 1 ) . If the move is ...
The parameters of the heuristic computer are calculated for all moves . If a move
is considered good , the success quotients a / b of the lexicon class and the table
for the heuristic computer are changed to ( a + 1 ) / ( b + 1 ) . If the move is ...
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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 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 machine means method move node Note object opening opponent pair 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