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 175
David N.L. Levy. Table 1 . Value of the game using Thorp and Walden ( 1964 )
rules and results . 1 2 3 7 8 5 0 6 0 B 4 3 7 11 B 1 2 3 M 0 - - 0 0 - 2 0 8 14 ? Table
2 . Value of the game using present rules and results . N → 1 2 3 4 5 6 7 8 2 ?
David N.L. Levy. Table 1 . Value of the game using Thorp and Walden ( 1964 )
rules and results . 1 2 3 7 8 5 0 6 0 B 4 3 7 11 B 1 2 3 M 0 - - 0 0 - 2 0 8 14 ? Table
2 . Value of the game using present rules and results . N → 1 2 3 4 5 6 7 8 2 ?
Página 465
Present situation Possible moves Possible strategic values for player V ( x ) V2 ( x
) . . . . . V , ( * ) Figure 3 . One - level offensive strategy tree . An offensive player
chooses the move which yields the largest strategic value among V . ( ) , V2 ( x ) ...
Present situation Possible moves Possible strategic values for player V ( x ) V2 ( x
) . . . . . V , ( * ) Figure 3 . One - level offensive strategy tree . An offensive player
chooses the move which yields the largest strategic value among V . ( ) , V2 ( x ) ...
Página 479
If none of the possible moves result in a losing position , however , then the
present position must be losing and it will be impossible for the program to make
a move which will insure a win . In this case the program should pick the move
which ...
If none of the possible moves result in a losing position , however , then the
present position must be losing and it will be impossible for the program to make
a move which will insure a win . In this case the program should pick the move
which ...
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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