Heuristic Programming in Artificial Intelligence: The First Computer Olympiad |
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agreement alpha-beta alpha-beta pruning Analyzer Artificial Intelligence attack Awari backgammon best move Black bridge Cannon captures Champion CHECKERS chess program Chinese Chess CHINOOK ClaimEven columns computer chess Computer Go Computer Olympiad Connect-Four contest controller of zugzwang corner depth Derek Derek Oldbury Diplomacy Diplomat discs distributions dominoes double dummy draughts edge empty squares endgame evaluation function example Final Position game playing Go-Moku hand heuristic HOYLE human expert human players implementation Kierulf killer heuristic King legal moves lines of play LowInverse match medal winners methods MICROBRIDGE Negamax negotiations Netherlands NEUROGAMMON nodes North number of possible Oldbury opening lead opponent Othello parameters pawns Peer Gynt pieces points problem Renju result S-values score sequence situation solution solved South spades stones strategic rules strategy suggestion suit techniques Tesauro threat tournament trick VICTOR Western chess White winners were programmed XIAN zugzwang