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Club Amiga de Montreal - CAM
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056.lha
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Kalah.help
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1986-11-20
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Special Note:
AmigaDOS Execute does not quite seem to work as advertised. It
seems to change to Current Directory to SYS: while executing the
command. This will probably be fixed when version 1.2 FINALLY comes
out. However until then, it you want to make this Kalah.help file
available to the program, move the file to your system disk. (The
program may use this file but does not need it.)
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** * * * * * *****
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by
A. Kaufmann
When a move is requested the correct response is a number from
one to six, anything else will be rejected.
The initial Kalah position is as shown below.
0 6 6 6 6 6 6
6 6 6 6 6 6 0
The board is numbered as follows:
14 13 12 11 10 9 8
1 2 3 4 5 6 7
I (meaning the almighty computer) own one Kalah (#14) and six holes
(#8, 9, 10, 11, 12, & 13). Similarly you own one Kalah (#7) and six
holes (#1, 2, 3, 4, 5, & 6). The game begins with six stones in each
of the twelve holes. A player wins if more than half of the stones
are in the player's Kalah. If all the holes of one player become
empty (even if it is not his turn to move), the stones remaining in
the holes of the opponent are put in the Kalah of that opponent, and
the game ends.
A player begins his move by picking up the stones in one of his
holes. Proceeding counterclockwise around the board, he puts one of the
picked-up stones in each hole and his own Kalah (skipping the
opponent's Kalah), until no picked-up stones remain. Three outcomes
are possible, depending on where the last stone lands.
1. If the stone lands in the player's Kalah, the player goes
again.
2. If the last stone lands in an empty hole owned by the player
and if the opponent's hole directly across the board contains
at least one stone, the player puts his stone and all the
stones in the opponent's hole into the player's Kalah, and the
opponent moves next.
3. In this case nothing special happens and the opponent moves
next.
The maximum depth is set by the level of the player determined
by the program.
3-Beginner
4-Average Player
5-Expert
The level is changed automatically after each game depending on the
results of the previous game. As long as the player wins the maximum
depth will be increased. The program has been run on 64K and has
never aborted due to lack of memory.
For further information see:
Artificial Intelligence:
The Heuristic Programming Approach.
by
James R. Slagle, PH.D
John Hopkins University
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