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 272
... routines which can provide information about the internal workings in a form which is understandable to the programmer . These same routines are also called by the main input / output ( IO ) routine ( READER ) which appears later in the ...
... routines which can provide information about the internal workings in a form which is understandable to the programmer . These same routines are also called by the main input / output ( IO ) routine ( READER ) which appears later in the ...
Página 275
... routine , READER , which has many component subprocedures . The translation of the input string is handled by a group of routines : RDRERR , RDRGNT , RDRSFT , RDRCMP , RDLINE , RDRMOV , and RDRNUM . Each of the commands is executed by a ...
... routine , READER , which has many component subprocedures . The translation of the input string is handled by a group of routines : RDRERR , RDRGNT , RDRSFT , RDRCMP , RDLINE , RDRMOV , and RDRNUM . Each of the commands is executed by a ...
Página 332
... routine which accepts the opponent's moves , displays the positions , prints the move , and generally organizes the sequence of opera- tions in the game . It is rather typical of a logical program that this organizing routine is , in ...
... routine which accepts the opponent's moves , displays the positions , prints the move , and generally organizes the sequence of opera- tions in the game . It is rather typical of a logical program that this organizing routine is , in ...
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