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 43
They add the values of the two cards , and the resulting scores constitute their
initial score . The way in which the values of the two cards are added is as follows
. Addition is modulo 10 and J , Q , K count as 10 . Thus : 3 + 9 = 2 , J + 7 = 7 , 10 +
...
They add the values of the two cards , and the resulting scores constitute their
initial score . The way in which the values of the two cards are added is as follows
. Addition is modulo 10 and J , Q , K count as 10 . Thus : 3 + 9 = 2 , J + 7 = 7 , 10 +
...
Página 74
Play so as to score a significant number of points ( two or more ) . Strategy 2 .
Play so as to block the next opponent from scoring and / or playing . Strategy 3 .
Play so as to help the machine ' s partner , either giving him pieces to play off or ...
Play so as to score a significant number of points ( two or more ) . Strategy 2 .
Play so as to block the next opponent from scoring and / or playing . Strategy 3 .
Play so as to help the machine ' s partner , either giving him pieces to play off or ...
Página 77
Move 16 ( Right - hand opponent ) – score 5 Move 14 ( Left - hand opponent )
Move 10 ( Left - hand opponent ) Move 9 ( Machine ) – score 2 Move 4 ( Right -
hand opponent ) — score 2 Move 2 ( Left - hand opponent ) – drew 2 Move 1 ...
Move 16 ( Right - hand opponent ) – score 5 Move 14 ( Left - hand opponent )
Move 10 ( Left - hand opponent ) Move 9 ( Machine ) – score 2 Move 4 ( Right -
hand opponent ) — score 2 Move 2 ( Left - hand opponent ) – drew 2 Move 1 ...
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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