TW400506B - A method of executing black-white chess in computer - Google Patents

A method of executing black-white chess in computer Download PDF

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Publication number
TW400506B
TW400506B TW87120037A TW87120037A TW400506B TW 400506 B TW400506 B TW 400506B TW 87120037 A TW87120037 A TW 87120037A TW 87120037 A TW87120037 A TW 87120037A TW 400506 B TW400506 B TW 400506B
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Taiwan
Prior art keywords
potential energy
chess
energy level
points
computer
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TW87120037A
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Chinese (zh)
Inventor
Fred H Y Chen
Kenwood Zhang
Deck Li
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Inventec Corp
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Abstract

This is a method of executing the black-white chess on computers that can dynamically determine a strength degree of the piece-able points on the chessboard according to the importance of the points, and can instruct the computer to play the chess according to strength degree and related reference conditions. According to the technique of the invention, as the computer is in playing against the user, it determines the most preferable settling point for itself according to the strength of the piece-able points for settling pieces and the relevant factors about the eating pieces and piece-able points' losing degree. Then, playing technique of the computer is significantly improved such that the interesting and entertainment characteristics of the chess game are enhanced.

Description

五、發明說明(1) 【發明之應用範圍 本發明係有關一種在雷 別是一種在遊戲之雙方八 仃…白棋遊戲的方法,特 *。仃而進仃的電腦黑白棋遊戲中,指導電; 【發明之相關技術】 利用電腦建立一黑白棋遊 戲雙方之中的一方而盥游杜土^核兄並且由電腦擔任遊 知。就如同一般里白^ 耜奕的技術,早已為人所熟 執白棋、電腦;;:色遊之,隱) =盤上剩餘之行棋點(尚未有:子腦均會 :棋中;放棋子的規則,朝向棋盤的:; 置另一同色棋子二:方右土判m::向搜尋可以放 可行棋點(即有效的棋點);不論下棋點才, 下的棋子均需落在可行 、直:何者,洛 的棋子,必須與上述至少某一方=已;=將要放下 子(另-色棋子)t間不能有間隔棋’而且對手的棋 ;j, a ^ 月匕^間^,而電腦所持一方的棋 方一同在可行棋點落子。這樣黑白棋雙 L士 ί Ϊ 到雙方都沒放置棋子的地方,遊戲就 :、,、。束。最後,統計棋盤上黑棋和白棋的數目量多者為 ΪΪ C:\ProgramFiles\Patent\p-0218tw_ptd 第 4 頁 五、發明說明(2) 傳,在,腦執行的黑白棋遊戲雖然亦建立了決定電腦 方之落子次序的優先級表,並對下棋過程中會出現的一 些主要情況進行分析’而作出相應於遊戲者落子的反應, 但疋對棋盤邊角之爭的判斷不夠充分,故遊戲難度不足, 耐玩性與娛樂性欠佳。 【發明之目的與概述】 本發月的主要目的在提供一種可以在奕棋的過程中, 隨Ϊ動態地根據所有剩餘之行棋點的重要性,決定行棋點 之勢能等級的方法’以作為電腦落子時的依據。 根據本發明所,路之技術,其中用以決定行棋點之勢能等 級的方法可藉由電腦執行下列之步驟而實現,其至少包 括有: 1 .在^全^棋盤範圍内的所有剩餘行棋點中,決定出勢 能等級最高者之群組與勢能等級最低者之群組; 以及 2 依二κ由Α小至-最大的偶數平方範圍(初始範圍2*2 ^ 為決疋其餘行棋點之勢能等級的決定範 圍孰繼續在每一個決定範圍内的行棋點中決定出 二勢=級較低者之群組,以及另一勢能等級相 對較南者之群組。 本發明之另一目的在提供„ 給夕—祕科认壬* # 種月b夠動態地根據當前剩 ,ν « ^# 秸田^ ^決定行棋點的勢能等級, 位置的方法。 ”条件決定出電腦之最佳行棋V. Description of the invention (1) [Scope of application of the invention The present invention relates to a method of playing a game of white chess in Rai Bie, a game on both sides of the game, especially *. In the advanced computer Othello game, guide the electricity; [Invented related technology] Use the computer to build one of the two sides of an Othello game and use Du Tu ^ nuclear brother and computer as a tour guide. Just like ordinary Li Bai ^ Yi Yi's technology, has long been familiar with white chess and computer;;: color swim, hidden) = remaining points on the board (not yet: the sub-brain will be: chess in the chess; The rules for placing chess pieces are toward the chessboard :; place another chess piece of the same color 2: square right soil m :: search for feasible check points (that is, valid check points); regardless of the check point, the check points must be played Falling on feasibility and straightness: whichever, Luo's pieces must be at least one of the above = already; = there must be no interval between t (the other-colored piece) t 'and the opponent's chess; j, a ^ moon dagger ^ ^, And the chess piece held by the computer is set at a feasible point together. In this way, the Othello Double L Shi ί Ϊ to the place where no pieces are placed on both sides, the game is: ,,,. The number of white and white is 多 C: \ ProgramFiles \ Patent \ p-0218tw_ptd Page 4 V. Description of the Invention (2) It is said that although the game of Othello played by the brain has also been established to determine the order of the computer side Priority list and analyze some of the main situations that will occur during the game of chess' Make a response corresponding to the player ’s falling, but I ’m not good enough in judging the dispute of the corners of the board, so the game is not difficult, and the playability and entertainment are not good. [Objective and Summary of the Invention] The main purpose of this month is to Provide a method that can dynamically determine the potential energy level of the chess points according to the importance of all the remaining chess points in the process of Yiqi, as a basis for the computer to set the ball. According to the invention, Lu Zhi Technology, in which the method for determining the potential energy level of a chess point can be implemented by a computer performing the following steps, which at least include: 1. Determine the potential energy among all remaining chess points within the range of ^ full ^ checkerboard The group with the highest level and the group with the lowest potential level; and 2 according to κ from Α as small as-the largest even squared range (initial range 2 * 2 ^ is the decision range that determines the potential energy levels of the remaining chess points)孰 Continue to determine in each of the decision points the group with the second potential = lower level, and another group with a lower potential energy level. Another object of the present invention is to provide „to Xi-Secret Recognition of Ren * * Kind of moon b is dynamic enough to determine the potential energy level and position of the chess points based on the current remaining, ν «^ # 田田 ^ ^ conditions determine the best chess of the computer

C:\Program F iles\Patent\p-0218tw. ptd 第 5 頁 五、發明說明(3) 根據本發明所揭露的方法,電腦在符合落子條件的眾’ 多可行棋點中選擇一最佳落子位置時,首先以可行棋點的_ 勢能等級為參考條件,以可行棋點所導致的吃子數(臝棋 數)為第二參考條件,如果有二個以上之可行棋點的條件 相同,則隨機選擇一點作為電腦行棋位置。 有關本發明的詳細技術内容及實施例,茲配合圖式說 明如下: 【圖式說明】 第1圖,係為本發明之遊戲流程圖。 第2圖,係為搜索下棋雙方可行棋點的處理流程。 第3圖,係為電腦選擇可行棋點的處理流程,顯示電腦在 可行棋點中決定最佳落子位置的處理流程。 第4圖,係為本發明在剩餘之行棋點中決定勢能等級的處 理流程。 第5圖,係為根據本發明之勢能等級的決定方法,在全棋 盤範圍中決定勢能等級最高者的位置。 第6圖,係為根據本發明之勢能等級的決定方法,在全棋 盤範圍中決定勢能厚級最低者的位置。 第7圖,係為本發明在最小之偶數平方範圍的決定範圍 中,決定出勢能等級最高者的位置。 第8圖,係為根據本發明之方法決定出之行棋點的勢能等 級初始分配表,其中揭露在全棋盤範圍中各個行 棋點之勢能等級的數值。 第9圖,係為本發明在行棋過程中,動態決定勢能等級的C: \ Program Files \ Patent \ p-0218tw. Ptd Page 5 5. Description of the invention (3) According to the method disclosed by the present invention, the computer selects the best move among the many feasible moves that meet the conditions of the move. In the position, the _ potential energy level of the feasible checkpoints is used as the reference condition, and the number of eaters (the number of naked moves) caused by the feasible checkpoints is the second reference condition. If the conditions of two or more feasible checkpoints are the same, A random point is selected as the computer chess position. The detailed technical content and embodiments of the present invention are described below in conjunction with the drawings: [Schematic description] Figure 1 is a flowchart of the game of the present invention. Figure 2 is the processing flow for searching for possible chess points on both sides of the game. Figure 3 shows the processing flow for the computer to select feasible moves, showing the processing flow for the computer to determine the best position of the moves among the feasible moves. Fig. 4 is a processing flow for determining the potential energy level in the remaining chess points of the present invention. Fig. 5 shows the method of determining the potential energy level according to the present invention, and determines the position of the person with the highest potential energy level in the entire chessboard range. Fig. 6 is a method for determining the potential energy level according to the present invention, and determines the position of the thickest potential energy level in the entire chessboard range. Fig. 7 shows the position of the person with the highest potential energy level in the determination range of the smallest even-numbered square range. Fig. 8 is an initial allocation table of potential energy levels of the chess points determined according to the method of the present invention, in which the values of the potential energy levels of the chess points in the entire chessboard range are disclosed. Figure 9 shows the dynamic determination of the potential energy level in the course of chess

C:\ProgramFiles\Patent\p-0218tw.ptd 第 6 頁 五、發明說明(4) —種 第1 0圖,係 的另 第1 1圖,係 的又 第1 2圖至第 完整 第7 2圖,係 【發明之詳細 本發明所 電腦硬體的執 一電腦可 遊戲之相關資 可視化之遊戲 進行過程中的 一中央處 而進行黑白棋 一顯示單元3〇 盤、棋子), 一輪入單 定下棋的位置 鼠、搖桿、光 請參閱「 執行的流程, 例子。 為本發明在行 一種例子。 為本發明在行 一種例子。 ’係為 過程。 本發明 7 1圖 之奕棋 為執行 說明】 揭露的 行而實 存取之 料,包 界面( 相關信 理單元 遊戲, ,用以 及其他 元40, ),而 筆或是 第1圖 其包括 黑白棋 現’而 記錄媒 括有: 如棋盤 息; (CPU ) 以及處 顯示可 相關信 可供遊 此一輸 其他功 J ,係 有: 棋過程中,動態決定勢能等級 棋過裎中,動態決定勢能等級 實現本發明的奕棋實例,揭露 遊戲之電腦硬體功能方塊圖。 遊戲’是透過第72圖所示之 此—電腦包括有: 體10 ’其中儲存有執行黑白棋 指令集、圖形資料,用以顯示 圖形或棋子圖形)、以及遊戲 20,精由執行前述的指令隼 理相應的事件; 視化的圖形遊戲界面(如棋 息;以及 戲者操作遊戲的進行(例如指 入單元40可以是如鍵盤、滑 能類似的設備。 為本發明之黑白褀遊戲在電腦C: \ ProgramFiles \ Patent \ p-0218tw.ptd Page 6 V. Description of the invention (4) — a kind of picture 10, another picture 11 of the system, and a picture 12 to the complete picture 7 2 The diagram is [Details of the invention] [Computer hardware of the present invention The computer hardware of the invention can be used in a central place in the process of the game visualization of the game and the game of Othello is a display unit 30 board, chess pieces] For the position of the chess player, the joystick, and the light, please refer to "The execution process, examples. This is an example of the present invention. This is an example of the present invention. Explanation] The material for real-world access is disclosed, including the interface (relative credit unit games, and other 40 yuan), and the pen or figure 1 includes black and white chess' and the recording medium includes: Chessboard interest; (CPU) and relevant information can be used to lose other functions, including: During the chess process, the potential energy level is dynamically determined. During the chess game, the potential energy level is dynamically determined. Exposing the game Functional block diagram of brain hardware. The game 'is shown in Figure 72—the computer includes: Body 10' which stores the instruction set for executing Othello, graphic data for displaying graphics or chess pieces), and game 20 The corresponding instructions are executed by executing the foregoing instructions; visualized graphical game interfaces (such as chess information); and the player's operation of the game (for example, the pointing unit 40 may be a device such as a keyboard and sliding energy). Invention of black and white 褀 game on computer

五、發明說明(5) A ·初始化遊戲環户. B ·顯示遊戲界面 元3〇 ; (如棋盤、棋子等圖形 C.取得遊戲者所、 於顯示單 D .判斷遊戲者是下棋位5 ’· 步驟,若為否,g #遊戲?若為是,則進行 Ε·判斷遊戲者所選::束遊戲; 订下一 回至步驟C為,’則進行下-步驟,4;的:: f.相應遊戲者所 步驟還會儲存當,:::改變棋!之内容,在此一 1 〇,以及顯示卷:甘。的相關賁料於記錄媒體 .田前棋局的相關眘袓+人】、文早體 (例如遊戲雙方擁有的棋子 抖於顯示單元30 盤上的位置); 及雙方棋子在棋 G .判斷電腦一方县π 士 > 行下-步驟,若A:二行棋點’若為是,則進 U丄 右為否,則跳至步驟T . ⑴進 .當前的可行棋點中選擇-最佳之可行 棋,然後返回至步驟C ; 仃棋點下 1 ·判斷遊戲者是否存在有可行棋點, 行下-步驟,若為是,則返回至步驟c為否,則進 J ·:算Ϊί雙方之棋子總數,並判斷獲勝者為那 方,並顯示判斷的結果於顯示單元3〇,=那一 至步驟Α。 “、、设返回 關於前述步称E、GM、J中搜尋遊戲雙方是否存在孝V. Explanation of the invention (5) A · Initialize the game household. B · Display the game interface element 30; (such as chessboard, chess pieces and other graphics C. Obtain the player's place, and display the list D. Determine whether the player is playing chess position 5 '· Step, if no, g # game? If yes, then perform E · Judgment Player selection :: bundle game; Order the next time to step C,' then proceed to next-step, 4; of: : F. The corresponding player's steps will also be saved, :::: change the contents of chess !, here 10, and the display volume: Gan. The relevant information is recorded in the recording medium. The relevant caution of Tianqian chess + Person], Wenchao style (for example, the chess pieces owned by the two sides of the game shake on the display unit's 30-board position); and the chess pieces of the two sides are in chess G. Judging the computer side of a county π Jr.> Go down-steps, if A: Second line chess If 'Yes', then go to U 丄. If not, go to step T. Go forward. Choose from the current feasible checkpoints-the best feasible checkpoint, and then return to step C; 下 checkpoint 1 · Judgment If the player has feasible checkpoints, go to the next step. If yes, go back to step c. If no, go to J ::: Ϊ 双The total number of square pieces, and judge the winner is that side, and the result of the judgment is displayed in the display unit 30, = from that to step A. ",, Let's go back to the previous steps E, GM, J to search whether the two sides of the game exist. filial

Η C:\ProgramFiles\Patent\p-0218tw.ptd 第 8 頁 五、發明說明Η C: \ ProgramFiles \ Patent \ p-0218tw.ptd page 8 5. Description of the invention

可4亍棋點的方g 行棋點中,藉I ’則是在當前棋盤中尚未佔有棋子的剩餘 的,包括有:電制執行「第2圖」所示的步驟而完成 1 .初始化—柄λ ▲ 變數值是用來代*誌變數為假(f a 1 se );【所謂的標誌 變數值為假則表_、某一行棋點是否為有效的行棋點,若是 而言);反之,=此一行棋點為無效的行棋點(就現階段 的行棋點,當然f是變數值為真則表示此一行棋點為有效 變化而隨時改^母—行棋點的有效性將會隨著棋局内容的 2 .從目前所I】—* 中所指的目前所之行棋點向左方搜尋;【在此一步驟 取得遊戲者利用行,點,就遊戲者一方而言,可以經由 若是就電腦一方單71:40在棋盤上所指出的位置取得; 點中取得。】 ° ’則疋在尚未有棋子佔據的剩餘行棋 滅 搴 3 ·判斷| & 驟,若為否,則符合行棋條件?若為是,則進行下一步 所謂符合行棋的後至步驟8;【根據黑白棋的行棋規則, 置為中心,向::件,穿尤是以欲落子(如白棋)的下棋位 上、右下等:::心的上:下二〜,左上、左下、右 要放下的白棋 向搜尋疋否存在有同色之棋子,而且將 要 的白棋,必須與上述搜尋找到的白祺之ηρ 士不妒右門眩、、),而且屺二爽在兩白棋之間的黑棋彼 此不此有間隔,則此時欲下白棋在此一 棋條件的可行棋點】 位置就疋符合订 4.置前述的標誌變數為真(true);【代表至少在Of the 4 g-squares of 4 possible check points, borrowing I 'is the remainder of the current chessboard, which includes: the electric system performs the steps shown in "Figure 2" to complete 1. Initialization— The handle λ ▲ variable value is used to substitute * zhi variable as false (fa 1 se); [the so-called flag variable value is false, then table _, whether a certain line is a valid line, if it is concerned); otherwise , = This line of chess points is invalid (at the current stage of chess points, of course, f is a variable value is true, it means that this line of chess points is effective change and change at any time ^-the effectiveness of the line of chess will be It will search to the left with the current game point indicated by I] — * in the game contents. [Get the player ’s use line and point in this step. For the player ’s side, It can be obtained by clicking on the position indicated on the board at 71:40 on the computer's side; click on the point.] ° 'Then 疋 in the remaining lines that have not been occupied by the pieces yet. 3 · Judgment | & If it meets the conditions of chess? If yes, then proceed to the next step called step 8 to match the chess; According to the rules of Othello's chess rules, set it as the center, and move towards :: pieces, especially on the position of the player who wants to drop (such as white chess), lower right, etc. ::: the top of the heart: the next two ~, the upper left, The white chess to be dropped on the lower left and right is searched to see if there are any pieces of the same color, and the white chess that is to be played must be jealous of the right gate dazzling with the white Qi found by the above search. The blacks between the chesses should not be separated from each other, so at this time, the white chess is a feasible check point for this chess condition.] The position is consistent with the order. 4. Set the aforementioned flag variable to true; [represents at least in

C:\Prograra Files\Patent\p-〇218tw. ptd 第 9 頁 五 發明說明(7) 目前的行棋點向左的搜尋方向中,可以 7 5 .判斷當前的相關參數是 、的條件】 =則進订下一步驟,若為否,則跳至 ^右為 步驟中,若是下棋的一方為電 ,【在此— 行棋點先作-模擬’記錄在每行f :的每-個可 2雙方的總棋子數、吃子數等果 點時的參考數據。】 7棋片決疋出電腦最佳行棋C: \ Prograra Files \ Patent \ p-〇218tw. Ptd Page 9 5 Description of the invention (7) In the search direction of the current chess point to the left, you can 7 5. Judging the current related parameters are, and conditions] = Then proceed to the next step. If not, skip to the right. In the step, if the party playing chess is electricity, [here — the chess points are made first-simulation 'is recorded in each row of f: It can be used as the reference data when the total number of chess pieces and the number of chess pieces of both sides are two. 】 7 chess pieces to decide the best computer chess

6.在一模擬棋盤上改變撤 A 8 ; 燹棋局的内容,然後跳至步驟 7 .在實際的棋盤上改變棋巧. 8 .向其它七個方向進行搜索| 向之後,將會繼續對其餘的七搜索疋早一個方 步確定在其它方向上是否具有 ° 2搜索,以便進一 相應的標置變數。】 0仃 '的條件’並且變更 9 .判斷標誌變數是否為真? β 驟,若為否,則跳至步驟丨丨;、.為疋,則進行下一步 10 .統計並記錄遊戲雙方的棋 11 .統計並記錄遊戲螯太沾祕2 7 f, 中;以及 的棋子k數於一臨時變數 ,1 2 .返回並記錄相應的參數值。 在「第2圖」巾所示搜#遊戲雙方是否 =Ϊ程I點除1根據黑白棋的遊戲規則搜尋遊戲雙方的 有可仃棋點之外,另一個作用就是先對每-個可行棋點6. Change A8 on a simulated board; change the contents of the chessboard, then skip to step 7. Change the skill on the actual board. 8. Search in the other seven directions | Afterwards, the rest will continue The seven searches of 疋 are one square step earlier to determine whether there are ° 2 searches in other directions in order to advance a corresponding labeling variable. ] 0 仃 'condition' and change 9. Determine whether the flag variable is true? β step, if not, skip to step 丨 丨;, if 疋, go to the next step 10. Count and record the chess of both sides of the game 11. Count and record the game cheattainer 2 7 f, medium; and The number of chess pieces k is a temporary variable, 1 2. Return and record the corresponding parameter value. In the "picture 2", search for # Whether the two game parties = course I points. In addition to 1 to search for available chess points on both sides of the game according to the game rules of Othello, the other function is to first check each feasible game. point

五、發明說明(8) 在落子後對整個棋月拼,生士、 遊戲雙方確定在某二可;;棋先行予以記錄’以便在 尋的記錄很快的相應改變棋局::;後例搜 黑白棋遊戲之初,記錚媒體ln^谷,例如.在開始進订 音義的參數,& . ± 4媒體 中將設有許多個代表不同 心義的參數,如.表示目前 A』,以及是否確定要左曰今^ 万為准的參數 在搜尋遊戲雙方是否户六古月 落子的『參數B』。另外 = 存在有可行棋點的過程中,對於不同 :二(遊戲者或是電腦)都會有不同的相應事件進行, 行棋ί Ϊ Ϊ::ί:行棋點的過程中,將會對所有電腦可 ; = = 予記錄,記錄的内容如:在可行棋點 這f記錄資料在執行前述「第!圖」數可以而 配合可行棋點的勢能等級,作為電腦決田、^ 來者資料.所以& ’、疋取佳之行棋點的 參考負枓,所以在執行「第2圖」所示的… -行棋點為可行棋‘點(即符合行棋條,將:疋: 擬棋盤上改變棋局,並記錄模擬棋盤上的結果 腦決定最佳之行棋點時的參考資料; 乍為電 在=尋遊戲者之可行棋點的過程申,則不 餘的行棋點進行有效性的判冑,只有在^ =有剩 元40在棋盤上移動游標到達某一行棋點時H用輪入單 行棋點是否符合行棋條件,若為是,則會預:會賴此— 可行棋點落子之後的結果,並設標誌變量為屺2在此— 者確定在此一可行棋點落子之後,才會者的:f遊戲 你具只的棋盤上作 C:\Program Files\Patent\p-〇218tw. ptd 第 11 頁 五、發明說明(9) 相應的改變;反之,若g :行棋條件者)1不會對棋點( 的回應。 所作的洛子决定作任何 關於「第1圖」中的步 :行棋點’其中還包括有「 ♦:用以決定電腦的最佳 有. 」所不之步驟,其包括 H1 .初始化一模擬棋盤,包 等級的初始分配表, .蓬—行棋點之勢# 組; 及§己錄相關資料的參二 H2;搜ί = ΐ所有剩餘的行棋點(尚未“ )判斷並且記錄前述行棋 未佔有棋子者 Η3 .備份下棋前的棋局内容, 選取方法選擇—最佳的 f且根據最佳行棋 Η4 ·判斷在此最佳的行棋點落子,’ a 若為是,則進行下一+ ,疋否會失去角點? ΙΠ ;以及 步驟,若為否’則跳至步驟 H5 ·判斷是否全部的可行 是,則進行下一步驟,句會失去角點?若為 H6 .以第一次選擇的可行棋:::則返回至步驟H3 ; H7 .在選擇的最佳行棋點落子為最佳行棋點;以及 根據本發明所揭露的技術, 初始分配表,係藉由電腦執行下 行棋點之勢能等級的 「第4圖」)其包括有: 之步驟而完成,(見 資料; 點其中可行棋點的相關 的 _ Μ C:\Prograra Files\Patent\p-〇218tw. ptd 第 12 五、發明說明(10) 1 ·在全棋盤範圍内的所有行棋點中,決定出勢能等 級最高者之群組與勢能等級最低者之群組; 2 ·依次由最小至最大的偶數平方範圍(初始範圍2” 除外)為決定其餘行棋點之勢能等級的決定範圍,繼續在 每一個決定範圍内的行棋點中決定出一勢能等級較低者之 群組’以及另一勢能等級相對較高者之群纟且;以及 3 .記錄該所有行棋點之勢能等級值成為一行棋點之 勢能專級的初始分配表。 其中所謂之決定範圍是以單一個行棋點為計算範圍的最小 單位,並以棋盤之中心為決定範圍的中心點,而在每—個 決定範圍之中,根據本發明所揭露之較佳方法,則僅決定 出一個勢能等級較低者之群組,以及另一個勢能等級= 較高者之群組。 # 關 所述的 根 者在棋 而言, 等級最 南者的 以全棋 置的行 不論遊 點上的 配合以下 就行 應為 能等 」所 掉 於1第4圖」中步 圖式舉例說明: 據黑白棋的遊戲規則,當棋局結束時,遊 盤上的棋子總數較多,即為獲勝;因此, 一旦落子之後,就再也不會失去的行棋點 高者,同理,一旦下棋之後就可能失去勢 行棋點’則勢能等級最低,如同「第5圖 盤的範圍為例,其中位於座標A1,A8,H1 棋點(稱為角點)就屬於勢能等級最高的 戲的對手從任何一個位置下棋,均無法吃 棋子。V. Description of the invention (8) After the game is completed, the whole chess and the moon are spelled, and the two sides are determined to be in a certain two; The chess is recorded first, so that the record in the search can be changed quickly and correspondingly :; At the beginning of the Othello game, remember the media ln ^ valley. For example, at the beginning of the order of the parameters of phonetics, &. ± 4 media will have a number of parameters representing different meanings, such as. Represents the current A ", and Whether to determine whether the parameter to which the current date is based is 10,000 is to search for "parameter B" of the two parties in the game. Also = In the process of having feasible checkpoints, for different: two (player or computer) will have different corresponding events to play, 棋 Ϊ Ϊ :: ί: During the checkpoint process, all The computer can; = = Pre-record, the content of the record is as follows: the f record data at the feasible checkpoints can be used in conjunction with the potential energy level of the feasible checkpoints in the execution of the aforementioned "number! Chart" number, as the computer decision field, ^ comer data So & ', take the reference of the good move check point 枓, so when executing the "Figure 2" ...-the check point is a feasible check point (that is, in line with the checkerboard, will:: pseudo board Change the game, and record the reference data on the simulation board to determine the best point to play; At first glance, the process of finding a feasible game point for the player, then the remaining game points are effective. Only if ^ = there is 40 yuan left to move the cursor on the board to reach a certain line of points, whether H uses a round to check whether the line matches the conditions of the line, if it is, then it will predict: it will depend on this — feasible chess Click on the result after setting the sub, and set the flag variable to 屺 2 here — which is determined in After this feasible checker is set, the only person who can play: f game you have C: \ Program Files \ Patent \ p-〇218tw. Ptd page 11 5. Description of the invention (9) Corresponding changes; Conversely, if g: the player who plays the condition) 1 will not respond to the checkpoint (. The Luozi decision made is about any of the steps in "Figure 1: checkpoint" which also includes "♦: used for Determining the best of a computer is. ”All the steps include H1. Initialize a simulated chessboard, include an initial allocation table for the level, .Peng—Xingqi point potential # group; ; Search ί = 判断 All remaining moves (not yet ") are judged and recorded before the previous moves do not occupy the players Η3. Backup the content of the game before playing, choose the method selection-the best f and according to the best move 4 · Judging the best move point here, 'a If yes, then proceed to the next +, 疋 Will I lose corners? ΙΠ; and step, if no', skip to step H5 · Determine if all Feasibility is, then proceed to the next step, the sentence will lose the corner? If it is H6. Chess ::: Return to step H3; H7. At the selected best move point, the move is the best move point; and according to the technology disclosed in the present invention, the initial allocation table is executed by the computer "Figure 4" of the potential energy level) It includes the following steps: (see the information; click on the relevant _ MC C: \ Prograra Files \ Patent \ p-〇218tw. Ptd Description of the Invention (10) 1 · Determine the group with the highest potential energy level and the group with the lowest potential energy level among all the checkpoints in the entire chessboard range; 2 · From the smallest to the largest even square range (initially Except for “Range 2”) In order to determine the potential energy levels of the remaining moves, continue to determine a group with a lower potential energy level and another relatively higher potential energy level in each of the determined points. And 3. Record the initial allocation table of the potential energy level values of all the checkpoints to the potential energy special level of a checkpoint. The so-called decision range is based on a single chess point as the minimum unit of the calculation range, and the center of the decision board is the center point of the decision range. Within each decision range, a better method disclosed in accordance with the present invention is disclosed. , Only one group with a lower potential energy level and another group with a higher potential energy level = higher are determined. # Regarding the roots mentioned in the chess, the player with the lowest rank with the whole chess set will be able to wait regardless of the cooperation on the points below. The steps shown in the "drop in 1 Figure 4" example : According to the game rules of Othello, when the game is over, the total number of pieces on the game board is the win; therefore, once the move is set, the player who will never lose the higher point will play the same way. After the game, you may lose potential moves. The level of potential energy is the lowest, as in "the range of the fifth chart. For example, the coordinates at the coordinates A1, A8, and H1 (referred to as corner points) belong to the play with the highest potential energy level. When opponents play chess from any position, they cannot eat the pieces.

五、發明說明αι) 相對於勢能等級最高的角點 '' 角點未佔有棋子之前,與之相鄰之=二在勢能等級最高之 最低,如「第6圖」中所 ;行褀點的勢能等級 β7,β8,G1,G2,G7,以,Η2 =點?,Α7,,, 勢能等級最高的角點而相對於广赏Ri® . 點。 而§,就是所謂勢能裳,帛5圖」中 點此專級最低的行祺 請參閲「第7圖」,係A $ ^ & 態’而遊戲初始的所有可行棋:,戲初始的棋局狀 範圍(初始範圍2*2除外)之内:…在其中最小的決定 觀念而言’則在最小決定範圍之内二的勢能等級決定 點應為C3 ’C6 ’F3,,其餘位^勢能等級最高的行棋 者,因此,根據以上的勢能 =褀點則為相對較低 展第?圖盤中:子所佔據的面積逐則便,棋局之發 第8圖」所不的勢能等級初始分配类,f 了 Μ得到如 字越小者(圖中以數字”丨„ _ _ ’ 第8圖」中數 之,數字越大者(圖中以數字"7Τ :勢能等級越高,反 低。 马表不)的勢能等級越 而此—勢能等級初始分配表中 列的條件予以決定,其條件分別為勢月b專級值,尚依下 1 .在每一個決定範圍内所決定 介於全棋盤中勢能箄铋县古土办细 势此#級數值,係 2 .方/ 與勢能等級最低者之間。 值,一為相對^ /範圍内僅有二種不同之勢能等級數 值 為相對較南者,另一為相對較低者。 3 .在任兩個相鄰的決定範圍,其中決定範圍較小者V. Description of the invention αι) Relative to the corner point with the highest potential energy level "Before the corner point occupies the chess piece, the adjacent one = the two with the lowest potential energy level, as shown in" Figure 6 "; Potential energy levels β7, β8, G1, G2, G7, with Η2 = points? , Α7 ,,, The corner point with the highest potential energy level compared to the wide reward Ri®. And §, is the so-called potential energy dress, 帛 5 picture ". Click on the lowest line of this grade, please refer to" Figure 7 ", which is A $ ^ & Within the chess-like range (except the initial range 2 * 2):… in terms of the smallest decision concept, then the potential energy level decision point within the minimum decision range should be C3 'C6' F3, and the rest ^ potential energy The player with the highest rank, so, according to the above potential energy = puppet, is it relatively low? In the chart: the area occupied by the subs is one by one, and the starting position of the potential energy level that is not shown in the eighth picture of the game is initially assigned to the class. F is obtained as the smaller word (the number "" _ _ _ " "Figure 8", the larger the number (the number " 7Τ in the figure: the higher the potential energy level, the lower the horsepower). The more the potential energy level-the conditions listed in the initial allocation table of potential energy levels are determined , The conditions of which are the potential value of the potential month b, still according to 1. In each decision range determined between the potential energy in the entire chessboard 箄 Bi County ancient soil office fine potential this # -level value, is 2. Fang / and Between the lowest potential energy levels. One, there are only two different potential energy levels within the relative ^ / range, the value is relatively south, and the other is relatively low. 3. In any two adjacent decision ranges, Which has a smaller decision range

1H C:\Program Files\Patent\p-〇218tw. ptd 第 14 頁 五、發明說明(12) _ • 勢邊專級數值均弱於決定範圍較大去少权 級數值;(也就是說4*4之決定範圍的任一者勢之心任^勢能等 各:,但全棋盤的中勢能等級數值最低者"7"除 二=,每一個可行棋點的勢能等級並非始'。) 可能隨著棋局的進行而改變,因此、本發明其有 ΐί:著;Ϊ局的發展,•態地隨時對初始勢能等级HI 母個订棋點的勢能等級作一動態 刀配表 餘行棋點之勢能等、級,具體的說 :動態調整剩 級的初始分配表為基礎,在遊戲‘—:二點之勢能等 地調高當前剩餘之行棋點中相當隨時 第-種動態調整的例子#「 的勢月匕等級。 盤中勢能等級最高的行棋點 =9圖」所示,一旦全橄 棋)佔據之後,則就黑棋而;:的某- *(如黑 棋,均不可能再被吃掉,所 右疋在A2,B1的位置下黑 A2,B1的勢能等級(因為此 發明將動態地提高行祺點 會再失去的角點),同理,苴的仃棋點人2,B1便相當於不 的動態調整。 /、他相同情況的例子亦有相同 而另一種情形如「第丄 一 點被遊戲者佔據時,則此—國」所不,當棋盤中某—角 級都會變得很低,但是如果$點所屬的整條邊,其勢能等 況時,由於尚未有棋子佔據二在如「第1 0圖」所示之情 再失去的角點,則對於電腦—行棋點B1亦相當於一個不會 級則為同決定範圍中較t = 方而言,行棋點B1的勢能等 门,同理,其他相同情況的例子1H C: \ Program Files \ Patent \ p-〇218tw. Ptd Page 14 V. Description of the invention (12) _ • The potential value of the special edge is weaker than the value of the larger decision range and less weight value; (that is, 4 * 4 Any one of the determination range of potential range ^ Potential energy and others: but the lowest potential energy level value of the entire chessboard " 7 " Divided by two =, the potential energy level of each feasible chess point is not the beginning.) It may change as the game progresses. Therefore, the present invention has the following features: • Development of the game, • At any time, the dynamic potential energy level of the initial potential energy level HI and the order points of the chess position are made into a dynamic knife match table. The potential energy of points is equal, and specifically, based on the dynamic adjustment of the initial allocation table of the remaining levels, it is quite possible to increase the current remaining points of the game by the potential energy of the two points and so on. Example # "The level of the potential moon dagger. The line with the highest potential energy level in the board = 9 maps", once the whole olive) occupied, then black and ;; of a-* (such as black, both It ca n’t be eaten anymore, so the right side is black at A2 and B1. The invention will dynamically increase the corner points that will be lost again.) By the same token, Bian's Chess Player 2 is equivalent to a non-dynamic adjustment. / His examples of the same situation are also the same and another situation For example, when "the first point is occupied by the player, then this country" does not. When a certain corner of the board becomes very low, but if the entire edge to which the $ point belongs, its potential energy is equal, because If a chess piece occupies a corner that is lost in the situation shown in "Figure 10", then the computer-playing chess point B1 is also equivalent to a non-ranking point, which is the same as the decision range. The potential energy of the chess point B1 is equal to the door, the same reason, other examples of the same situation

1H1H

C:\Program Files\Patent\p-〇2i8tw. ptd 第15 頁 _ 五、發明說明(13) 亦有相同的動態調整。 另外還有一種情形如「第1 1圖」所— 邊線位置中’若是有任二個相鄰的白棋(示’在棋盤中的 色)之間僅存在有一個行棋點的間隔時,,戲者所執之顏 (D1或H5 )的勢能等級亦屬於同一決定範图此—行棋點 在前述的步驟H3之中,電腦在根據本發明中較高者。 佳行棋點的判斷方法,則是藉由判斷;之技術決定一較 之後,選擇其中有利者為所決定的最佳〜=幾項數據資料 括有: 仃棋點’其步驟包 1、 動態調勢能等級初始分配表中 等級數值; 餘行棋點的勢能 2、 判斷勢能等級較高者(數 是否只有一個?若為是,則取此—_ )的可行棋點 點,若為否,則進行下一步驟丨 行棋點為確定的落子 3、 判斷勢能等級較高者中的― 吃子數最多的可行棋點為確定的、/^子數’何者最多?取 可行棋點吃子數相同,則進行下2子點’若有二個以上的 4、 隨機選取其中一可彳〜步驟;以及 在決定最佳可行棋點之後,再运為破定的落子點。 落子疋否可能造成失去角點,若步判斷在此一可行棋點 點,重新依據上述的條件決定=^是,則放棄此一可行棋 所有的可行棋點均會造成失去〜最佳的可行棋點,若是 之因素’並維持第一次最佳可行點,則忽略此一失去角點 否會造成失去角點的實現方式,、點的選擇。至於判斷是 係藉著在前述模擬棋盤中C: \ Program Files \ Patent \ p-〇2i8tw. Ptd page 15 _ 5. Description of the invention (13) The same dynamic adjustment is also available. There is also a situation as shown in "Figure 11"-in the sideline position 'if there are any two adjacent white chesses (shown in the color on the board), there is only one interval between checkers, The potential energy level of the face (D1 or H5) held by the performer also belongs to the same decision model. The chess point is in the aforementioned step H3, and the computer is higher according to the present invention. The method of judging good chess points is by judging; after the technology determines a comparison, choose the best one which is the best one ~ = Several pieces of data include: The value of the level in the initial allocation table of the potential energy level; the potential energy of the remaining rows of chess points 2. Determine the higher potential energy level (is there only one? If yes, then take this — _), if not, Then proceed to the next step. 丨 The move is determined by the number of moves. 3. Among those with higher potential energy levels, ―the number of possible moves with the most number of moves is determined, and the number of ^ numbers‖ is the most? Take the same number of possible moves, then proceed to the next 2 points. If there are more than 4, choose one of them randomly. Then, after determining the best possible move, move to a broken move. point. It is possible to lose corners if the move is lost. If the move is judged at this feasible check point, and re-determined according to the above conditions = ^ Yes, then giving up all feasible check points of this feasible check will cause loss ~ Best feasible Chess points, if it is the factor 'and maintain the first best feasible point, then ignore whether the loss of the corners will lead to the realization of lost corners, the choice of points. As for the judgement,

C:\Prograra Files\Patent\p-〇2l8tw. ptd 第C: \ Prograra Files \ Patent \ p-〇2l8tw. Ptd

落子,然後在相應改變的模擬棋 點中是否存在角點即可求證。 【實施例】 局中搜尋遊戲者的 可行棋 有 「第7 以 「第1 時輪到 點共有 「第1 所確定 勢能等 棋全部 從 擇的落 從 角點而 配表中 能等級 級初始 經過分 先等將 關本發 1圖」 遊戲者 2圖」 電腦一 三點( 5圖」 的落子 級較高 佔據在 「第1 子點是 「第1 言,其 的勢能 較小, 分配表 析某一 會動態 明在實施上的情形,現以「第1 2 的只際奕棋過程為例,說明如後。 執白棋先下,而電腦執黑棋後下為 所示’遊戲者先下一白棋於圖中位 方下棋,根據搜尋的結果可知黑棋 圖中以X符號表示),而在「第1 ‘ 的奕棋過程中可以發現,黑棋在可 位置,完全是選自於勢能等級初始 的,而從「第15圖」的結果中可 白棋的外圍’充分表現了勢能的思 6圖」和「第17圖」可以看出, 當前所有可行棋點中勢能等級最高 8圖」到「第2 1圖」可以看出, 洛子的優先荨級很面。根據勢能等 又義而§ 「第2 1圖」H7的落子位 本不應在此落子。但是本發明係根 為基礎,動態地變更行棋點的勢能 可行棋點不會導致失去角點,則其 地升高,且僅次於角點。 圖 至 例,如 置F4,此 的可行棋 3圖」至 行棋點中 分配表中 以看出黑 想。 黑棋所選 的。 對於邊和 級初始分 置,其勢 據勢能等 等級,若 落子的優 在「第2 9圖」中’黑棋的實際落子位置F 7,在判斷 選擇過程中’其勢能等級與另一可行棋點F2是相同的,但You can check whether there are corners in the simulated chess points that change accordingly. [Embodiment] The feasible chess for searching players in the game is "7th to" 1st turn-to-point sharing ". The 1st determined potential energy and other chess are all selected from the corner point, and the energy level in the table is initially passed. The first level will be the first one, "Player 2", "Computer One or Three" (5), and the descendant level is higher. The "1st subpoint" is "The first speech, and its potential energy is small. The situation of the implementation will be explained dynamically. Now take "the 1st game of jiqiyi as an example to explain as follows. The white player plays first, and the computer plays the black player, then the player plays the next one." White is playing on the square in the picture. According to the search results, we can see that the black picture is represented by the X symbol.) In the "1st" chess game, it can be found that Black is in a positionable position, which is completely selected from The potential energy level is initial, and from the result of "Figure 15", the periphery of White 'has fully reflected the potential energy of Figure 6' and 'Figure 17'. It can be seen that the potential energy level is currently the highest among all feasible points. Figure "to" Figure 21 ", we can see that Luo Zi ’s priority netting level is veryAccording to the potential energy, the meaning of § "Figure 21" H7 should not be settled here. However, the present invention is based on the fact that the potential energy of the chess points is dynamically changed. The feasible chess points will not lead to the loss of corner points, so the ground will rise, and it is second only to the corner points. Figure to example. If F4 is set, this is a feasible map of 3 "to the distribution table in the check point to see the black idea. Selected by Black. For the initial separation of sides and levels, the potential is based on the potential energy level. If the winner is in "Figure 29", the actual position of Black is F 7, and in the selection process, its potential energy level and the other are feasible. Checkpoint F2 is the same, but

五、發明說明(15) 是由於行棋點F 7可· 其右上角方向的— 當遊戲進行到 黑棋很少在鄰近角 分配表中決定勢能 在這些相鄰於角點 以將避免選擇為確 在「第5 9圖 高,所以一旦可行 一優先選擇。 而由「第6 0 看出,每走一步棋 符合了本發明決定 最後在「第7 結果,其中根據本 為4 5比1 9獲勝 腦的應戰能力,進 【發明之功效】 根據本發明之 對奕時,將會動態 行棋點的勢能等級 子數以及損失程度 點,藉此增加電腦 戲之耐玩性與娛樂 以吃到 個棋子 「第5 點的位 專級最 的行棋 定的落 」之中 棋點中 6個棋 ’故在 7圖」 置落子 低者的 位置落 子位置 的情形 包含有 圖」至「第6 很容易導致多 角點為勢能等 1圖」的結果 發明之技術落 ,亦可證明本 而提高遊戲的 技術’在電腦 地調整行棋點 、以及在此一 等相關因素, 一方的應戰能 性的效果。 子’而在F2落子只能吃到 選擇上以F7為優先。 所=的情形時,我們發現 這是根據勢能等級初始 原則而選擇的結果,因為 子很谷易失去角點,^ 〇 ,由於角點的勢能等級最 角點時,角點便落子的第 4圖」的邊角爭奪中可以 棋子的失去或獲得,這亦 級最高者的取勝原則。 中可以看出,此一對奕的 子的電腦一方以棋子總數 發明之技術將可以提高電 耐玩性與娛樂性。 與遊戲者(遊戲的雙方) 的勢症等級,並且根據可 了行棋點落子所達成之吃 決定出一電腦的最佳落子 力’以達到提高黑白棋遊 C:\ProgramFiles\Patent\p-0218tw_ptd 第 18 頁 五、發明說明(16) 【圖式符號說明 10 20 30 40 電腦可存取之記錄媒體 中央處理單元(CPU ) 顯示單元 輸入單元V. Description of the invention (15) is due to the fact that the check point F 7 is available. · When the game is played, Black rarely determines the potential energy in the adjacent corner allocation table in the adjacent corner allocation table to avoid selection as It is indeed high in "Figure 5-9, so once it is feasible, it is a priority choice. From" No. 60, it can be seen that every move in accordance with the present invention is determined in the final "in the" 7th result, of which the basis is 4 5 to 1 9 Winning brain's ability to respond to the game [Effect of the invention] According to the game of the present invention, the number of potential energy levels and the degree of loss will be dynamically played, thereby increasing the playability and entertainment of the computer game. Of the pieces "6th position of the most specialized move of the 5th position", so there are 6 moves in the checkpoints "so in the 7th figure" It is easy to cause the technology of the invention of the result of the "multi-corner points to be a picture of potential energy", and it can also prove that the technology of improving the game is to adjust the chess points in the computer and other related factors. effect. Son ', while in F2, the only choice is F7. In the case of =, we find that this is the result of choosing according to the initial principle of potential energy level, because the child is very easy to lose the corner point, ^ 〇, because the corner point's potential energy level is the corner point, the corner point will be the fourth In the corner competition of "graph", the pieces can be lost or gained, which is also the principle of winning the highest level. It can be seen that the technology invented by the computer of this pair of chess pieces with the total number of chess pieces will improve the playability and entertainment. And the player's (both sides of the game) the level of the disease, and based on what can be achieved by the moves and moves to determine a computer's best moves' in order to improve the Othello game C: \ ProgramFiles \ Patent \ p- 0218tw_ptd Page 18 V. Description of the invention (16) [Illustration of graphical symbols 10 20 30 40 Computer-accessible recording medium Central processing unit (CPU) Display unit input unit

C:\ProgramFiles\Patent\p-0218tw.ptd 第 19 頁C: \ ProgramFiles \ Patent \ p-0218tw.ptd page 19

Claims (1)

六 4 7 8 申請專利範圍 的初始分配表。 、如申請專利範圍第2項 法,其中該勢能等級d在”執行黑白棋的方 失去的該行棋點者。问者係為下棋之後就再也不會 、如申請專利範圍第3項 法,其中該勢能等級最f腦執行黑白棋的方 、如申請專利範圍第2項戶;3 :該棋盤的角點。法,其中該勢能等級最: = ; =行黑白棋的方 佔有棋子之前,與之相鄰;等級最高者未法,其中該決定範圍= f行黑白棋的方 等級最高者與該勢能等級最低:之二’係介於該勢能 、如申^利範圍第2項所述在電腦:行 法,其中任一個該決定範“ _ 棋2方J群-為在該決定範圍内相當;: = =較南者,另-為勢能等級相對較 角‘,占的n級 、如申請專利範圍第2項所述在電〜法’其中任兩個相鄰的該決定範圍,:ϊ:任-勢能等級均弱於決定範圍較圍; 、如申請專利範圍第丄項所述在 法,其中該步驟3還包括下列步驟:订’,、、白棋的方 •動5周整該勢能等級初始分 勢能等級; 刀配表中剩餘行棋點的 a C:\Program Files\Patent\p-0218tw.ptd 第 21 六、申請專利範圍 b ·判斷勢能等級較高者之該可行棋點是否只有一 ^ 個?若為是,則取該勢能等級較高者為確定落子的-該行棋點,若為否,則進行下一步驟; c ·判斷勢能等級較高者中的吃子數,何者最多?取 吃子數最多的可行棋點為確定落子的該行棋點,若 有二個以上的可行棋點吃子數相同,則進行下一步 驟;以及 d ·隨機選取其中任一可行棋點為確定落子的該行棋 點。 1 0、如申請專利範圍第9項所述在電腦執行黑白棋的方 法,其中所述動態調整該剩餘行棋點之勢能等級係指 調高當前相當於該角點之剩餘行棋點的勢能等級。 1 1 、如申請專利範圍第9項所述在電腦執行黑白棋的方 法,其中所述動態調整該剩餘行棋點之勢能等級係 指,在該棋盤中的邊線位置中,若是有任二個相鄰的 對手棋子之間僅存在有一個行棋點的間隔時,則位於 該間隔之該行棋點的該勢能等級將提高為同一決定範 圍中的較高者。Six 4 7 8 Initial allocation table for patent application scope. For example, if the second method of the scope of patent application is applied, where the potential energy level d is "the check point lost by the party performing the reversi. The questioner is never after playing chess, such as the third scope of patent application Method, in which the potential energy level is the highest brain to perform the Othello, such as the second item in the scope of patent application; 3: corner points of the chessboard. Method, in which the potential energy level is the highest: =; Previously, it was adjacent to it; the highest level was unsuccessful, where the decision range = f lines of Ottoman with the highest level and the lowest potential level: the second one is between the potential energy, as described in item 2 Said in the computer: Act, any one of the decision range "_ Qi 2 square J group-is equivalent within the range of the decision;: = = souther, the other-is the potential energy level is relatively angled ', accounting for n As described in item 2 of the scope of patent application, any two adjacent decision ranges in electricity ~ law :: ϊ: Ren-potential energy level is weaker than the decision range; In the method, the step 3 also includes the following steps: order ',,, and white 5 Weekly, the potential energy level is initially divided into potential energy levels; a C: \ Program Files \ Patent \ p-0218tw.ptd of the remaining chess points in the knife table. Sixth, the scope of patent application b. Judge the higher potential energy level. Is there only one possible checker? If yes, then take the one with the higher potential energy level to determine the move-the check point of the line, if not, proceed to the next step; c · determine the number of predators among the people with higher potential energy levels, which one is the most? Take the feasible checker with the highest number of moves to determine the move's move. If there are more than two feasible checkers with the same number of moves, proceed to the next step; and d. Randomly select any of the feasible checkers as Determine the move point of the line. 10. The method for performing reversi on a computer as described in item 9 of the scope of the patent application, wherein the dynamic adjustment of the potential energy level of the remaining line points refers to increasing the potential energy of the remaining line points currently corresponding to the corner point grade. 1 1. The method of performing reversi on a computer as described in item 9 of the scope of the patent application, wherein the dynamic adjustment of the potential energy level of the remaining chess points refers to the presence of any two When there is an interval between adjacent opponents' chess pieces, the potential energy level of the chess point located at that interval will be increased to the higher of the same decision range. C:\Prograra Files\Patent\p-0218tw. ptd 第 22 頁C: \ Prograra Files \ Patent \ p-0218tw.ptd page 22
TW87120037A 1998-12-03 1998-12-03 A method of executing black-white chess in computer TW400506B (en)

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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN107301650A (en) * 2017-06-28 2017-10-27 湖南瑞森可机器人科技有限公司 Four connect chess checkerboard image processing method, system and man-machine chess's system
CN107497117A (en) * 2017-08-18 2017-12-22 湖南瑞森可机器人科技有限公司 Overturn chess checkerboard image processing method, system and man-machine chess's system
CN109692473A (en) * 2017-10-23 2019-04-30 汪宏璋 Synchronize system and method for playing chess

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN107301650A (en) * 2017-06-28 2017-10-27 湖南瑞森可机器人科技有限公司 Four connect chess checkerboard image processing method, system and man-machine chess's system
CN107497117A (en) * 2017-08-18 2017-12-22 湖南瑞森可机器人科技有限公司 Overturn chess checkerboard image processing method, system and man-machine chess's system
CN107497117B (en) * 2017-08-18 2021-01-26 湖南瑞森可机器人科技有限公司 Image processing method and system for turnover chess chessboard and man-machine chess playing system
CN109692473A (en) * 2017-10-23 2019-04-30 汪宏璋 Synchronize system and method for playing chess

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