Computer Game-playing: Theory and PracticeMax A. Bramer |
Contents
Foreword | 9 |
CHESS | 26 |
Quiescence search in computer chess | 39 |
Copyright | |
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Common terms and phrases
alpha-beta pruning analysis Artificial Intelligence Black King board positions Bramer branching factor Bratko capture chess programs Computer Chess configuration considered cue ball depth described discs DOUBLE LETTER SCORE DOUBLE WORD SCORE Draw Poker Edinburgh Eleusis estimate evaluation function example experience FBET2 Findler fuseki game tree given goal grandmaster heuristic human player hypothesis IGM/Lisp implemented knowledge legal moves LETTER SCORE DOUBLE Lisp look-ahead machine method Michie minimax number of moves object ball opponent opponent's optimal Othello Parallel Scout passed pawn pattern performance piece plausible moves playing algorithm Poker possible problem quiescence search Reitman representation result Reversi Rook rules SCORE DOUBLE LETTER SCORE DOUBLE WORD SCORE TRIPLE LETTER Scrabble sector line sequence square static evaluation stones strategy structure subgoal tactical target terminal nodes three-cushion three-cushion billiards tree search TRIPLE LETTER SCORE variable