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 44
... table of chances to take off two men in one roll . The exact result is given in Table 1 , and the chances to the nearest percent are given by Table 2. To illustrate the use of Table 1 , suppose you have a man on the 5 point and a man on ...
... table of chances to take off two men in one roll . The exact result is given in Table 1 , and the chances to the nearest percent are given by Table 2. To illustrate the use of Table 1 , suppose you have a man on the 5 point and a man on ...
Página 53
... Table 6 gives the expected gain or loss for Player I when he has the move and the doubling cube is in the middle . Unlike Table 5 , in this case I has the option of doubling before he moves . If I does not double , II will be able to ...
... Table 6 gives the expected gain or loss for Player I when he has the move and the doubling cube is in the middle . Unlike Table 5 , in this case I has the option of doubling before he moves . If I does not double , II will be able to ...
Página 60
... Table 7 , least in Table 5 , and in - between in Table 6 . For instance , with Player I having 6 + 6 and Player II having 4 + 4 , Player I's expectation is 25 % if he has the cube , 16 % if it is in the middle , and 7 % if Player II has ...
... Table 7 , least in Table 5 , and in - between in Table 6 . For instance , with Player I having 6 + 6 and Player II having 4 + 4 , Player I's expectation is 25 % if he has the cube , 16 % if it is in the middle , and 7 % if Player II has ...
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 algorithm Alpha alpha-beta alpha-beta pruning analysis ANORS ARRAY assigned ATTACKS backgammon best move BIT BOARD Black King board position CAPTURE MOVE CASTLE CDC CYBER checkers chess players chess program coefficients computer chess consider 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 INTM INTS INTV INTY JNTJ JNTK JNTM KAISSA killer heuristic learning legal moves letters MAC HACK machine mate middle game minimax MOVESI node NOVE opponent opponent's parameters passed pawn piece pips plausibility play possible problem procedure pruning roll ROOK routine scoring polynomial SCRATCH selection side situation state-class static evaluation strategy Table technique terminal positions transposition table tree-search USCF White King winning words