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Collaborating Authors

 Pitrat, Jacques


A Chess Combination Program Which Uses Plans

Classics

The program analyses carefully the initial situation. It creates some plans and tries to execute them. It analyses the situations deeper in the tree only if the plan fails. In that case it generates new plans correcting what is wrong in the old one. So, the program considers only natural branches of the tree. It can find combinations for which it is necessary to look more than twenty ply ahead. The paper describes the methods used for analyzing a situation and for modifying unsuccessful plans. Then we examine some results found by the program.Artificial Intelligence 8 (1977), 275-321


A General Game-Playing Program

Classics

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.(2) We can also define a language in which we describe the rules of a game. The program investigates the rules written with this language and finds some indications to improve its play. Artificial Intelligence and Heuristic Programming Edinburgh University Press


REALIZATION OF A GENERAL GAME-PLAYING PROGRAM

Classics

We study some aspects of a general game-playing program. Such a program receives as data the rules of a game: an algorithm enumerating the moves and an algorithm indicating how to win. The program associates to each move the conditions necessary for this move to occur. It must find how to avoid a dangerous move. We describe the part of the program playing the combinatorial game in order to win: how it can find the moves which lead to victory and what are the only opponent's moves with which he does not lose. This program has been tried with various games: chess, tic-tac-too, etc.INFORMATION PROCESSING 68 - NORTH-HOLLAND PUBLISHING COMPANY - AMSTERDAM