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 21
PLANNER — the program described herein - recognizes six : taking top tricks ,
drawing trumps , rufsing , establishing long ... Of course , PLANNER may be
extended to recognize other schema , such as various squeeze plays , so long as
the ...
PLANNER — the program described herein - recognizes six : taking top tricks ,
drawing trumps , rufsing , establishing long ... Of course , PLANNER may be
extended to recognize other schema , such as various squeeze plays , so long as
the ...
Página 107
Connectedness ” did not recognize the large knight ' s move ( ogeima ) , nor a
threatened double skip ( niken - tobi ) . 6 . Strongly - Related : This concept
covered the “ barrier " effects of a linkage , and was used to recognize territory ...
Connectedness ” did not recognize the large knight ' s move ( ogeima ) , nor a
threatened double skip ( niken - tobi ) . 6 . Strongly - Related : This concept
covered the “ barrier " effects of a linkage , and was used to recognize territory ...
Página 130
Each field recognizing the configuration monitored will supply moves and
associated information about the moves to the lens . When fields no longer
recognize a pattern , they disappear ( so a lens gets “ smaller " over time ) . The
lens supplies ...
Each field recognizing the configuration monitored will supply moves and
associated information about the moves to the lens . When fields no longer
recognize a pattern , they disappear ( so a lens gets “ smaller " over time ) . The
lens supplies ...
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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