Games Playing with Computers
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Games Playing with Computers
Overview
Contents
Introduction
1. Algorithms
2. Card Games
3. Board Games
4. Heuristics
5. Some Chess Programs
6. Practical Problems
7. Future Developments
Answers
References
Index
⇑ Return
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Access Key details
Index
Index
Algorithm
GOMOKU
Pontoon
Alpha Beta cutoff heuristic
Grundy's game
Pruning
Alpha Beta principle
Guess it
Recursion
Baccarat
Hare and hounds
Rote learning
Backup
Hash table
Simulation program
Bidding
Heuristic
Snakes and ladders
Blackjack
Holography
SNAP machine
Bluffing
Huffing
Squeeze
Board games
Imperfect information
Stack
Brag
Intelligence
Static evaluation
Branch
Joker
Subgoal
Bridget
Kalah
Symbioorganism
Busy beaver
Ladder attack
Table drive
Card games
Leaf
TacTix
Checkerboard
Learning
TicTacToe
Checkers
Look ahead
Tree
Chemin-der-fer
Magic hexagon
Turing dead position
Chess
Magic square
Turing machine
Chess programs: Bell
Maharajah
Value of game, outcome
Chess programs: Bernstein
M and N procedure
Value of hand
Chess programs: Greenblatt
Memory compression
Vingt et un
Chess programs: Hubermann
MENACE
Chess programs: Newell, Simon, Shaw
Minimax
Chess programs: Prinz
Mobility ratio, chess
Chess programs: Scott
Monte Carlo
Chess programs: Slate, Atkin
Mutation
Computed entry
NIM
Crossing
Node
Draughts
Non-equivalence
Dynamic evaluation
Notation
Fan
Noughts and Crosses
Fox and geese
Parameter
Full information
Perfect information
General problem solver
Ply
GO
Poker