Computer gamesmanship: The complete guide to creating and by David N. L Levy

By David N. L Levy

Booklet by way of Levy, David N. L

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Additional info for Computer gamesmanship: The complete guide to creating and structuring intelligent games programs

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I, I I, II • I , I I Computer Gumesmanship evaluation function from a World Champion tic-lac-toe player, I made it up by taking a brief look at the underlying structure of the game. , are all far too complex for such a simple approach to be possible. We must therefore rely, for our evaluation function, on the advice of experts, either spoken Or in books. ) in building a useful evaluation function for a complex gamc, and I shall illustrate these stages by using chess as my example. Identifying the important features In order to be able to tell a good position from a bad one, it is first necessary to know what features to look for.

We now have: S,,~( -15x2)+(7x3)~-9 S,,~(-15xl)+(7x3)~ 6 This information indicates that if the program is sitting in position P 1> with its opponent to move, its opponent may J5 Computer Gamesmanship choose between moves mIl (leading to position P II of value -9) and m t2 (leading to position P t2 of value 6). The program's opponent wants to minimise the score and so it would choose move mil' for a score of - 9, and so the real value of position PI' represented by SI' is this backed-up score of -9.

5 Examine Pm' The score of 2 is less than 3, so a at S21 (currently 3) is left unchanged, since it is intended to maximise a. This score of 3 is then compared with {J at S2' found to be lower, and since it is intended to minimise {J this value of {J at S2 is set to 3. Finally this value of 3 is compared with a at So (currently 8) and found to be lower. Since it is intended to maximise a. the program already knows that m l is inferior to ml' because playing m) is not consistent with • •• maxlmIsmg a.

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