Computer Games I by Hans J. Berliner (auth.), David N. L. Levy (eds.)

By Hans J. Berliner (auth.), David N. L. Levy (eds.)

Computer video games I is the 1st quantity in a half compendium of papers overlaying an important fabric to be had at the improvement of computing device technique video games. those decisions diversity from discussions of mathematical analyses of video games, to extra qualitative matters of even if a working laptop or computer video game should still persist with human suggestion procedures instead of a "brute strength" strategy, to papers that allows you to profit readers attempting to application their very own video games. Contributions contain decisions from the most important gamers within the improvement of desktop video games: Claude Shannon whose paintings nonetheless varieties the basis of such a lot modern chess courses, Edward O. Thorpe whose invention of the cardboard counting technique prompted Las Vegas casinos to alter their blackjack principles, and Hans Berliner whose paintings has been primary to the advance of backgammon and chess games.

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However, investigating evaluation functions in the context of chess creates special problems. In chess, searching interacts with evaluation. Certain positions are considered too volatile to evaluate, so a quiescence search is performed until a set of stable positions is reached. Also, searching for a particular reason (or just brute force searching) will sometimes disco ver the achievement of some goal that was not at all contemplated when the search was initiated. In such situations move selection is a function not only of knowledge but also of a discovery search.

This program was the result of about 30 man-months of effort. 8 another additional 5 manmonths beyond that. 0 achieve a score of 45% based on 74 problems that it could attempt. This was a peak performance for this version in the sense that the problems had been used to set certain parameters in the program, thus making it unlikely that small changes in the program would further improve performance on the problem set. Table 1. Test results of backgammon program performance. 1% 38 Hans J. 7 achieved 66% on the full set of 77 problems in the same book, and it is highly probable that several additional percentage points of performance could have been gained by small adjustments in the program.

VIII. Use of Simulation Facility It is possible to give BKG a position and ask it to play both sides repeatedly any number of times. In doing these simulations it will playas it ordinarily does; double when allowed and appropriate. There are certain types of positions that BKG plays almost perfectly so that doing such simulations generates useful information for evaluating the position. Included in this class are all running-game positions and those where one side is bearing off with one or fewer points to cross.

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