Re: *POLL* How many sheeple believe in the 911 fairy tale and willing to accept an Orwellian doublespeak and enslavement world ?

2007-01-17 Thread Carl G.

<[EMAIL PROTECTED]> wrote in message 
news:[EMAIL PROTECTED]
...

Please explain what 911 conspiracy theories have to do with the Python 
computer language?

If this is to be taken seriously, why is it being cross-posted to sci.math, 
sci.physics, sci.chem, sci.optics, and comp.lang.python?  Such blatant 
disregard for newsgroup etiquette will surely reflect poorly on the poster's 
credibility.  I can only draw the conclusion that he is either a troll or 
very ignorant of what is acceptable.

Carl G. 


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Re: Game design : Making computer play

2008-04-14 Thread Carl G.

"Marc 'BlackJack' Rintsch" <[EMAIL PROTECTED]> wrote in message 
news:[EMAIL PROTECTED]
> On Mon, 14 Apr 2008 00:13:56 -0700, v4vijayakumar wrote:
>
>> In computer based, two player, board games, how to make computer play?
>> Are there any formal ways to _teach_ computer, to choose best possible
>> move?
>
> That depends on the type of the game.  For a certain class of games one
> can use the `minimax method`_ for instance.
>
> .. _minimax method: http://en.wikipedia.org/wiki/Minimax

While checking the Wikipedia, also check out the A* (a-star) graph search 
algorithms:

http://en.wikipedia.org/wiki/A%2A

There is a table on the top-right of this page that includes other graph 
search algorithms.

My AI games are usually built around general purpose mini-max code, possibly 
inplementing A* (I reuse the same code for various games).  For each new 
two-player game, I usually only have to write new "position evaluator" code, 
which generates a quantitative value that gives the relative position of one 
player over the other for a particular board.  Some games can benefit from a 
database of opening moves that have been shown to be be superior (this 
speeds up the computer's response).

Carl G. 


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