THE EARLIEST application of AI to computer games was as opponents in simulated versions of common board games. In the West, Chess is the archetypal board game, and the last 40 years have seen a dramatic increase in the capabilities of Chess-playing computers.
In the same time frame, other games such as Tic-Tac-Toe, Connect Four, Reversi (Othello), and Go have been studied, in each case culminating in AI that can beat the best human opponents.
The AI techniques needed to make a computer play board games are very different than the others in this book. For the real-time games that dominate the charts, this kind of AI only has limited applicability. It is occasionally used as a strategic layer, making long-term decisions in war games, ...
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