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 213
Three algorithms have been mentioned , pure game tree look - ahead ,
lookahead distinguishing between inside and outside liberties , and computation
of the support . In the order given , each algorithm requires more storage than its
...
Three algorithms have been mentioned , pure game tree look - ahead ,
lookahead distinguishing between inside and outside liberties , and computation
of the support . In the order given , each algorithm requires more storage than its
...
Página 480
Although in a specific program the move generator routine may actually generate
moves from the present board position , it can be considered to be a simple look -
ahead of all possible moves and then the application of a rough evaluation ...
Although in a specific program the move generator routine may actually generate
moves from the present board position , it can be considered to be a simple look -
ahead of all possible moves and then the application of a rough evaluation ...
Página 489
Extending the length of the general look - ahead would also help , and it could
probably be run to a depth of two or three without taking an excessively long
amount of time . The forcing rules might be a big help in this respect as they
would ...
Extending the length of the general look - ahead would also help , and it could
probably be run to a depth of two or three without taking an excessively long
amount of time . The forcing rules might be a big help in this respect as they
would ...
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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
analysis arrangement begin Black block branch called changes chess complete components configuration considered consists contains 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