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 84
... variations in an average game is about 10120. A machine calculating one variation each millionth of a second would require over 1095 years to decide on its first move ! Other methods of attempting to play perfect chess seem equally ...
... variations in an average game is about 10120. A machine calculating one variation each millionth of a second would require over 1095 years to decide on its first move ! Other methods of attempting to play perfect chess seem equally ...
Página 85
... variations examined could be determined . In one typical case a chess master examined 16 variations , ranging in depth from one Black move to five Black and four White moves . The total number of positions considered was 44 . Clearly ...
... variations examined could be determined . In one typical case a chess master examined 16 variations , ranging in depth from one Black move to five Black and four White moves . The total number of positions considered was 44 . Clearly ...
Página 119
... variations analyzed our computer can err in not considering quiet moves deeply enough , even though forced variations can drag on as far as the fifteenth half - move . We define the depth of the calculations in our programs as the ...
... variations analyzed our computer can err in not considering quiet moves deeply enough , even though forced variations can drag on as far as the fifteenth half - move . We define the depth of the calculations in our programs as the ...
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