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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Página 11
... combination can be used to hit a man . It starts with the combinations that use only one die face and then goes to the more involved combinations . Each time it finds such a combination it checks to see if the die faces needed for this ...
... combination can be used to hit a man . It starts with the combinations that use only one die face and then goes to the more involved combinations . Each time it finds such a combination it checks to see if the die faces needed for this ...
Página 87
... combination occurs within its computing limits . For example , in this position the machine would quickly discover the sacrificial mate in three moves : 88 r White Black 1 R - K8 ch 2 Q - Kt4 ch 3 Kt B6 mate - Rx R QxQ Winning combinations ...
... combination occurs within its computing limits . For example , in this position the machine would quickly discover the sacrificial mate in three moves : 88 r White Black 1 R - K8 ch 2 Q - Kt4 ch 3 Kt B6 mate - Rx R QxQ Winning combinations ...
Página 343
... combination for practically all variations in board positions . In time , the program can be assumed to have stored all of these variations , each associated with a winning score . Now , if such a situation is encountered , the program ...
... combination for practically all variations in board positions . In time , the program can be assumed to have stored all of these variations , each associated with a winning score . Now , if such a situation is encountered , the program ...
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