Computer Gamesmanship: The Complete Guide to Creating and Structuring Intelligent Games Programs |
Contents
INTRODUCTION | 12 |
TwoPerson Games | 30 |
More Complex Evaluation Functions | 62 |
Copyright | |
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alpha-beta algorithm alpha-beta pruning attack backgammon bishop Black bluff bluffing branching factor bridge calculations capture centre chapter checkers chess program Clubs computer chess computer program depth diagonal Diamonds discard discs dominoes draw poker employed endgame evaluation function examined example face-up fact Figure forward pruning Four cards game tree Go-Moku hand heuristics high card high card points holding human players important intelligent isolated pawns killer heuristic knight learning legal moves Let us assume look look-ahead m₂ MacHack mate material method mobility move M₁ No-Trumps number of moves odds opponent's P₁ P₂ pair parameter is credited passive piece pawns play possible probability estimates problem program's opponent reader result rook round of betting S₁ score shogi simple situation Spades squares straight flush strategy stud poker suit terminal nodes tic-tac-toe tree search tricks unseen cards weightings zugzwang