Offprint from Artificial Intelligence and Heuristic Programming

AI Classics/files/AI/classics/Pitrat/JP4.pdf 

A general game-playing program must know the rules of the particular playing game. These rules are: (1) an algorithm indicating the winning state; (2) an algorithm enumerating legal moves. A move gives a set of changes from the present situation. There are two means of giving these rules: (1) We can write a subroutine which recognizes if we have won and another which enumerates legal moves. Such a subroutine is a black box giving to the calling program the answer: 'you win' or'you do not win', or the list of legal moves. But it cannot know what is in that subroutine.

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