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 81
The notation for the arrows : ( 1 ) the player J , has skipped his turn ; ( 2 ) the
player J , has skipped his turn ; the player Jz has skipped his turn ; ( 4 ) the
selection of the pretactical checks is unique ; ( 5 ) the selection of the pretactical
checks is ...
The notation for the arrows : ( 1 ) the player J , has skipped his turn ; ( 2 ) the
player J , has skipped his turn ; the player Jz has skipped his turn ; ( 4 ) the
selection of the pretactical checks is unique ; ( 5 ) the selection of the pretactical
checks is ...
Página 190
First outlined by Shannon ( 1950a ) , this paradigm focuses on the move
selection problem , conducting a forward search through a subtree of legal
moves rooted at the current position . Terminal positions of the subtree are given
static ...
First outlined by Shannon ( 1950a ) , this paradigm focuses on the move
selection problem , conducting a forward search through a subtree of legal
moves rooted at the current position . Terminal positions of the subtree are given
static ...
Página 381
Five factors make this simple approach inadequate : ( 1 ) Time that is left unused
by one move selection can be fruitfully added to later moves . ( 2 ) There is
overhead time for disc flipping ( on the physical board ) , typing in moves , and
hitting ...
Five factors make this simple approach inadequate : ( 1 ) Time that is left unused
by one move selection can be fruitfully added to later moves . ( 2 ) There is
overhead time for disc flipping ( on the physical board ) , typing in moves , and
hitting ...
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added analysis arrangement attack basic Black block branch called chess complete components configuration connected considered created data structure decision defined described determined developed discs draw edge effect element evaluation example expert fact factors Figure final forcing four function further given gives goal Hand heuristic holds human important initial interesting knowledge lead learning linkage look machine means method move node Note object opening opponent pair particular pass pattern pieces planning play player points position possible present probability problem reasonable recognize represent routine rules score selection sequence shows side simple situation specific square stones strategy string structure subgoals success suit tactical territory tree Trick turn weighting White winning