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Titlebook: Computer Games I; David N. L. Levy Book 1988 Springer-Verlag New York Inc. 1988 Claude Shannon.Counting.Logic.Mathematica.Shannon.Sony Veg

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發(fā)表于 2025-3-21 19:18:53 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Computer Games I
編輯David N. L. Levy
視頻videohttp://file.papertrans.cn/234/233550/233550.mp4
圖書封面Titlebook: Computer Games I;  David N. L. Levy Book 1988 Springer-Verlag New York Inc. 1988 Claude Shannon.Counting.Logic.Mathematica.Shannon.Sony Veg
描述.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.
出版日期Book 1988
關鍵詞Claude Shannon; Counting; Logic; Mathematica; Shannon; Sony Vegas; chess; complexity; computer; computer ches
版次1
doihttps://doi.org/10.1007/978-1-4613-8716-9
isbn_softcover978-1-4613-8718-3
isbn_ebook978-1-4613-8716-9
copyrightSpringer-Verlag New York Inc. 1988
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https://doi.org/10.1007/978-981-15-4124-7 the move tree and to permit the program to look-ahead to a much greater depth than it otherwise could do. While still unable to outplay checker masters, the program’s playing ability has been greatly improved.
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Mhairi C. Beaton,Jennifer Sprattd at the Canadian Conference of Scientists it played against more than 50 different opponents, each of whom was allowed to choose his own starting position, given the small number of pawns. In each case the program played perfectly.
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BKG—A Program That Plays Backgammonn, we consider partitioning all game states into mutually exclusive state-classes. These state-classes are very useful in a knowledge-based system, as they allow relatively easy assimilation of new knowledge. They also permit the building of opponent models based upon what evidence shows the opponent knows in each state-class.
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A Chess-Playing Machineautomatically a long sequence of additions, multiplications, and other arithmetic operations at a rate of thousands per second. The basic design of these machines is so general and flexible, however, that they can be adapted to work symbolically with elements representing words, propositions, or other conceptual entities.
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發(fā)表于 2025-3-23 05:19:20 | 只看該作者
Creating a Chess Playerfe” in the cosmos. Even on our own small planet, a new day is near at hand: “In the 1990s,... the compactness and reasoning power of an intelligence built out of silicon will begin to match that of the human brain.”
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