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 389
black disc and retrieving the value for that position from the table ) is multiplied by
the probability of being able to make that move . The probability is 1 if Black can
move there by flipping an edge disc , otherwise it is O for corner squares and a ...
black disc and retrieving the value for that position from the table ) is multiplied by
the probability of being able to make that move . The probability is 1 if Black can
move there by flipping an edge disc , otherwise it is O for corner squares and a ...
Página 428
A reasonably promising way of characterizing a player is to relate his subjective
probability scale , which includes bluffing ... precise than : “ He undervalues high
probabilities of low winnings and overvalues low probabilities of high winnings .
A reasonably promising way of characterizing a player is to relate his subjective
probability scale , which includes bluffing ... precise than : “ He undervalues high
probabilities of low winnings and overvalues low probabilities of high winnings .
Página 435
The former include the measurement and tabulation of three probability
distributions ( see Figures 1 and 2 for five players , 30 , 000 games and seven
players , 10 , 000 games respectively ) : ( 1 ) the probability of being high before
draw with ...
The former include the measurement and tabulation of three probability
distributions ( see Figures 1 and 2 for five players , 30 , 000 games and seven
players , 10 , 000 games respectively ) : ( 1 ) the probability of being high before
draw with ...
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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