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 87
Página 190
... score can be given to the position by simply assigning it the score stored in the transposition table . However , because of the nature of the alpha - beta search , sometimes this score is , in fact , only a bound on its true score ...
... score can be given to the position by simply assigning it the score stored in the transposition table . However , because of the nature of the alpha - beta search , sometimes this score is , in fact , only a bound on its true score ...
Página 340
... score while the machine acts to maximize its score . At each branch point , then , the corresponding board position is given the score of the board position which would result from the most favorable move . Carrying this " minimax ...
... score while the machine acts to maximize its score . At each branch point , then , the corresponding board position is given the score of the board position which would result from the most favorable move . Carrying this " minimax ...
Página 343
... score rather than a simple 3 - ply score . This new initial board position with its 6 - ply score is , in turn , saved and it may be encountered in a future game and the score backed up by an additional set of three levels , etc. This ...
... score rather than a simple 3 - ply score . This new initial board position with its 6 - ply score is , in turn , saved and it may be encountered in a future game and the score backed up by an additional set of three levels , etc. This ...
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