Computer Games ISpringer New York, 1988 M03 28 - 456 páginas Computer Games I is the first volume in a two part compendium of papers covering the most important material available on the development of computer strategy games. These selections range from discussions of mathematical analyses of games, to more qualitative concerns of whether a computer game should follow human thought processes rather than a "brute force" approach, to papers which will benefit readers trying to program their own games. Contributions include selections from the major players in the development of computer games: Claude Shannon whose work still forms the foundation of most contemporary chess programs, Edward O. Thorpe whose invention of the card counting method caused Las Vegas casinos to change their blackjack rules, and Hans Berliner whose work has been fundamental to the development of backgammon and chess games. |
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... programs modes of play 342-343 ply limitations 341-342 program size 358 rote learning , see Rote - learning checkers programs time - saving expedients 360 CHEOPS chess program CRAY BLITZ 207 DUCHESS , see DUCHESS chess program KAISSA ...
... programs modes of play 342-343 ply limitations 341-342 program size 358 rote learning , see Rote - learning checkers programs time - saving expedients 360 CHEOPS chess program CRAY BLITZ 207 DUCHESS , see DUCHESS chess program KAISSA ...
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... program endgame , see Endgame play , chess program opening libraries 191 , 277 , 306 tree - searching methods , see Tree- searching methods Chess ... CHESS machine 201 Computer Chess ( Newborn ) 156 Computer Chess Newsletter 177 450 Index.
... program endgame , see Endgame play , chess program opening libraries 191 , 277 , 306 tree - searching methods , see Tree- searching methods Chess ... CHESS machine 201 Computer Chess ( Newborn ) 156 Computer Chess Newsletter 177 450 Index.
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... chess program faults in 192 , 208-225 description of 210-216 219–220 future developments and 220–222 sample games 222-225 , 234 testing of 216-219 Jensen , Eric 158 Jerusalem Conference on Information Technology 180 Johnson , Robert ...
... chess program faults in 192 , 208-225 description of 210-216 219–220 future developments and 220–222 sample games 222-225 , 234 testing of 216-219 Jensen , Eric 158 Jerusalem Conference on Information Technology 180 Johnson , Robert ...
Contenido
Dama CHAPTER | 10 |
by EDWARD O THORP | 44 |
by EMMETT B KEELER and JOEL SPENCER | 71 |
Derechos de autor | |
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Términos y frases comunes
00 BEGIN alpha alpha-beta pruning analysis ANORS ARRAY Artificial Intelligence assigned ATTACKS backgammon best move BIT BOARD Black King board position CAPTURE MOVE CASTLE checkers chess players chess program coefficients computer chess considered continuations coordinate squares cube depth DESTINATION SQUARES double endgame endgame play ENPASSANT evaluation function example EXIT Figure FILE frontier squares goal GOTO heuristics home board human players INDEX INITIALIZE INRS INTJ INTR INTS INTT INTV INTY JNTJ JNTK JNTM KAISSA killer heuristic learning legal moves letters Levy MAC HACK machine mate middle game minimax MOVESI opponent opponent's PANN parameters passed pawn piece pips plausibility play polynomial possible PRIONE problem procedure pruning roll ROOK routine SCRATCH selection side situation state-class static evaluation strategy Table technique terminal positions transposition table tree-search variations White King winning words