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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... terminal nodes . In such a paradigm , the execution of a terminal evaluation function requires a certain amount of time , which must then be multiplied by the expected number of terminal nodes in the search . Thus designers of chess ...
... terminal nodes . In such a paradigm , the execution of a terminal evaluation function requires a certain amount of time , which must then be multiplied by the expected number of terminal nodes in the search . Thus designers of chess ...
Página 32
... terminal state . Since such a search grows exponentially with depth , generally no path to a terminal state from a given starting state will be found within a reasonable effort . This is especially true in large domains ( > 1014 states ...
... terminal state . Since such a search grows exponentially with depth , generally no path to a terminal state from a given starting state will be found within a reasonable effort . This is especially true in large domains ( > 1014 states ...
Página 188
... terminal positions ( the root is level 0 ) in a tree with fanout N at every node from No , required without the alpha - beta algorithm , to as few as : 2ND / 2 - 1 D even , N ( D + 1 ) / 2 + N ( D - 1 ) / 2 - 1 D odd . For example ...
... terminal positions ( the root is level 0 ) in a tree with fanout N at every node from No , required without the alpha - beta algorithm , to as few as : 2ND / 2 - 1 D even , N ( D + 1 ) / 2 + N ( D - 1 ) / 2 - 1 D odd . For example ...
Contenido
Dama CHAPTER | 10 |
by EDWARD O THORP | 44 |
by EMMETT B KEELER and JOEL SPENCER | 71 |
Derechos de autor | |
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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