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. |
Dentro del libro
Resultados 1-3 de 55
Página 8
... double the stakes by saying " I double , " changing the value of the cube to be twice its current value , and offering it to his opponent by placing it on his side . If the opponent accepts the double he gains possession of the cube ...
... double the stakes by saying " I double , " changing the value of the cube to be twice its current value , and offering it to his opponent by placing it on his side . If the opponent accepts the double he gains possession of the cube ...
Página 60
... double and it does not matter if Player II accepts or folds are also the same in Table 8. But some of the positions where Player I should double and Player II should accept are different . If Player I has the cube Table 8 shows that he ...
... double and it does not matter if Player II accepts or folds are also the same in Table 8. But some of the positions where Player I should double and Player II should accept are different . If Player I has the cube Table 8 shows that he ...
Página 64
... double at α . Therefore to double at a 。< ßo is premature ; thus α 。≥ ẞo so α = Bo · ― We can use Theorem 1 to solve for ao . By symmetry , an optimally playing B will double at state 1 αo . When A doubles at a 。, B must have equal ...
... double at α . Therefore to double at a 。< ßo is premature ; thus α 。≥ ẞo so α = Bo · ― We can use Theorem 1 to solve for ao . By symmetry , an optimally playing B will double at state 1 αo . When A doubles at a 。, B must have equal ...
Contenido
Dama CHAPTER | 10 |
by EDWARD O THORP | 44 |
by EMMETT B KEELER and JOEL SPENCER | 71 |
Derechos de autor | |
Otras 7 secciones no mostradas
Otras ediciones - Ver todas
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