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?? ics 180, april 1, 1997.htm

?? 介紹各種經(jīng)典算法的代碼。說(shuō)明詳細(xì)
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<H1>ICS 180A, Spring 1997:<BR>Strategy and board game programming</H1></A>
<H2>Lecture notes for April 1, 1997<BR>A brief history of computer game 
programs</H2><BR>Sources: most of the earlier stuff comes from papers in the 
books "Computer Chess Compendium" and "Computer Games" (both Springer-Verlag), 
consisting of reprints of many original papers including Shannon's. Some of the 
recent material on Deep Blue is reworded from material on <A 
href="http://www.chess.ibm.com/">IBM's web site</A>. Other sources include web 
sites linked to by this page. 
<P><B>1950</B> 
<BLOCKQUOTE>Claude E. Shannon writes the first article on computer chess: 
  "Programming a computer for playing chess", Philosophical Magazine 41:256-275. 
  He writes "Although perhaps of no practical importance, the question is of 
  theoretical interest, and it is hoped that a satisfactory solution of this 
  problem will act as a wedge in attacking other problems of a similar nature 
  and of greater significance". Modern chess programs still follow the lines 
  laid out by Shannon. 
  <P>Shannon notes the theoretical existence of a perfect solution to chess and 
  the practical impossibility of finding it. He describes two general 
  strategies, both based an a heuristic "evaluation function" for guessing 
  whether a position is in favor of one person or the other: 
  <BLOCKQUOTE><I>Shannon Type A</I> - expand all sequences of possible moves 
    out to a fixed "horizon" (number of levels), combine the evaluations of 
    these sequences in a simple tree computation ("minimax"), use the combined 
    evaluation to choose the best move. 
    <P><I>Shannon Type B</I> - only perform selective expansion of certain 
    lines, using knowledge to prune uninteresting branches. For example, 
    Turing's 1951 program only expanded lines involving captures. 
  </P></BLOCKQUOTE>Shannon thought that type B was clearly better but debate 
  still continues today (you can find proponents of both sides on 
  rec.games.chess.computer). Shannon's evaluation combines terms for material 
  (P=1, N=B=3, R=5, Q=9) and positional advantages, similar to modern evaluation 
  functions. </BLOCKQUOTE>
<P><B>1951</B> 
<BLOCKQUOTE>Alan Turing describes and hand-simulates a computer chess program 
  of type B. Play best described as "aimless"; loses to weak player. </BLOCKQUOTE>
<P><B>1956</B> 
<BLOCKQUOTE>Type A program (for simplified 6x6 chess variant) implemented on 
  MANIAC-1 (11Khz, 600 words of mem) computer at Los Alamos. Does 4-ply search 
  in 12 min. Beats weak players. </BLOCKQUOTE>
<P><B>1957</B> 
<BLOCKQUOTE>Type B program implemented on IBM 704 (42Khz, 7K words). Does full 
  chess 4-ply in 8 min. Passable amateur. </BLOCKQUOTE>
<P><B>1958</B> 
<BLOCKQUOTE>Newell, Simon and Shaw introduce alpha-beta pruning, a general 
  game-search technique which effectively doubles the length of move sequences 
  one can examine. </BLOCKQUOTE>
<P><B>1959</B> 
<BLOCKQUOTE>Arthur Samuel begins experimenting with automatic learning 
  techniques to improve the play of a checkers program. </BLOCKQUOTE>
<P><B>1962</B> 
<BLOCKQUOTE>Alan Kotok's B.S. thesis project from M.I.T., a program called 
  MacHack for IBM 7090 computers, examines 1100 positions/minute. </BLOCKQUOTE>
<P><B>1967</B> 
<BLOCKQUOTE>Greenblatt chess program (MacHack 6) on DEC PDP-6 (200Khz) 
  evaluates about 10 positions/second. It competes in 4 amateur chess 
  tournaments, wins 3 games, draws 3, loses 12. </BLOCKQUOTE>
<P><B>1968</B> 
<BLOCKQUOTE>Zobrist writes the first Go program. It plays like a complete 
  beginner. </BLOCKQUOTE>
<P><B>1971</B> 
<BLOCKQUOTE>The "Technology" chess program wins 10 pts out of 26 in six 
  tournaments. Is this the first chess program written in a high-level 
  prgramming language? It runs on a PDP-10 (1Mhz), and examines 120 
  positions/second. </BLOCKQUOTE>
<P><B>1973</B> 
<BLOCKQUOTE>Until this point, most or all chess programs have been of type B. 
  Programmers Slate and Atkin, revising their overly complicated chess program 
  in preparation for the 1973 Computer Chess Championships, return to a type A 
  search routine. Their program Chess 4.0 wins, and other programmers start to 
  switch from type B to type A. On a CDC 6400 a later version (Chess 4.5) 
  processes from 270 to 600 positions/second. </BLOCKQUOTE>
<P><B>1975</B> 
<BLOCKQUOTE><A 
  href="http://www.cis.uab.edu/info/faculty/hyatt/hyatt.html">Robert Hyatt</A> 
  begins developing Cray Blitz, for a long time the fastest program and from 
  1983-1989 the world computer chess champion. As of 1983 it was searching 
  40-50K positions/second, only a little slower than current programs on fast 
  pentiums. Hyatt is still very active today in computer chess with his free 
  program <A href="ftp://juniper.cis.uab.edu/pub/hyatt">Crafty</A>. </BLOCKQUOTE>
<P><B>1977</B> 
<BLOCKQUOTE>Belle, first special-purpose chess hardware, built by Condon &amp; 
  Thompson at Bell Labs. 
  <P>Chess 4.6 beats a grandmaster (Stean) at speed chess. </P></BLOCKQUOTE>
<P><B>1979</B> 
<BLOCKQUOTE>BKG, written by Hans Berliner, beats the world backgammon champion 
  in a match. </BLOCKQUOTE>
<P><B>1982</B> 
<BLOCKQUOTE>IAGO plays Othello at world-championship level (according to 
  then-human champion Jonathan Cerf) but does not actually play against 
  championship-level human competition. </BLOCKQUOTE>
<P><B>1988</B> 
<BLOCKQUOTE>Deep Thought, predecessor of Deep Blue, created by a team of 
  Carnegie-Mellon U. graduate students. The basic version of Deep Thought's 
  chess engine contained 250 chips and two processors on a single circuit board 
  and was capable of analyzing 750,000 positions per second or 10 half moves 
  ahead. That same year Deep Thought became the first computer to defeat a 
  Grandmaster in a tournament (Bent Larsen, who had at one time been a contender 
  for world champion, being defeated by Bobby Fischer in a preliminary 
  championship round). </BLOCKQUOTE>
<P><B>1989</B> 
<BLOCKQUOTE>An experimental six-processor version of Deep Thought, searching 
  more than two million positions/second, played a two-game exhibition match 
  against Gary Kasparov, the reigning world champion, and was beaten. 
</BLOCKQUOTE>
<P><B>1992</B> 
<BLOCKQUOTE><A href="http://web.cs.ualberta.ca/~chinook/">Chinook</A> checkers 
  program loses a match to the human world champion, Marion Tinsley, 4-2 (with 
  33 draws). </BLOCKQUOTE>
<P><B>1993</B> 
<BLOCKQUOTE>Deep Thought defeated Judit Polgar, at the time the youngest 
  Grandmaster in history and still the strongest female player in the world 
  (ranked in the top 20 grandmasters), in another two-game exhibition match. 
</BLOCKQUOTE>
<P><B>1994</B> 
<BLOCKQUOTE>Tinsley forfeits match to Chinook due to illness. Chinook becomes 
  world checkers champion. </BLOCKQUOTE>
<P><B>1996</B> 
<BLOCKQUOTE>IBM's new chess machine Deep Blue (a 32-processor parallel 
  computer with 256 VLSI chess engines searching 2-400M moves/second) beats 
  reigning world champion Gary Kasparov in the first game of a six-game match, 
  but loses the match. </BLOCKQUOTE>
<P><B>1997</B> 
<BLOCKQUOTE>Kasparov - Deep Blue rematch to be held this quarter. </BLOCKQUOTE>
<HR>
<A href="http://www.ics.uci.edu/~eppstein/">David Eppstein, <A 
href="http://www.ics.uci.edu/">Dept. Information &amp; Computer Science</A>, <A 
href="http://www.uci.edu/">UC Irvine</A>, Monday, 04-Jan-1999 14:37:05 PST. 
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