perm filename TEXT2[F8,ALS]1 blob sn#319427 filedate 1977-12-05 generic text, type C, neo UTF8
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C00001 00001
C00003 00002
C00004 00003		      Checkers on the Video-Brain
C00006 00004	 If you type  Y, the  checker board is  shown with  the
C00009 00005	 Having selected a piece that can move, you again  move
C00012 00006		      The basic rules of the game.
C00015 00007		HOW the CHECKERS program plays Checkers
C00018 00008	 Most people  find it  hard  to believe  these  numbers
C00021 00009	 This process is repeated at each level of  look-ahead,
C00024 00010	 Having explored  the complete  game tree  the  program
C00027 00011		   A brief history of computer games
C00030 00012	 But why, one might ask, would anyone want to take  the
C00033 00013	 This was in 1833, remember, and the entire machine had
C00037 00014			  Biographical Sketch
C00040 ENDMK
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			Checkers

			 on the

		      Video-Brain

	      Checkers on the Video-Brain

		      HOW TO PLAY

 To play Checkers against  the Video-Brain, Insert  the
 Checkers cartridge,  plug  one  JOY  STICK  cord  into
 socket 1 and push the start button.

 The Video-Brain will  respond by  displaying the  word
 CHECKERS for a  moment and  then it  will display  the
 following,

		  CHOOSE          KEY
		   TOM             T
		   DICK            D
		   HARRY           H

 and wait  for you  to type  the letter  T or  D or  H.
 These refer to the skill  level desired, Robot Tom  is
 the least  skilled and  should be  selected until  you
 have had an opportunity to assess your relative  skill
 as compared with the  Video-Brain. Robot HARRY is  the
 best player of the three.

 If any other key (including the space bar) is  struck,
 the Video-Brain will accept this as equivalent to  the
 letter T.  This is done so  that a young child can  be
 told to reply to all questions with the space bar.

 The Video-Brain will next display,

	       YOU MOVE FIRST?     Y OR N

 and then wait for you to type a Y or an N.  As before,
 any key other than the N  key will be accepted as a  Y
 (children usually like to play first).
						      1
 If you type  Y, the  checker board is  shown with  the
 Black pieces (for you) at the bottom, the message

		       YOUR MOVE

 is displayed, a small square spot (called the  cursor)
 will appear somewhere on the board and the Video-Brain
 will wait for your first  move.  You may have to  move
 the Joy Stick lever back and  forth and up and down  a
 few times before you will be able to see the cursor.

 If you type N, the Video-Brain will play BLACK and  it
 will play first.  Your (RED) pieces will appear at the
 bottom of  the  screen.   Note that  your  pieces  are
 always those that  initially appear at  the bottom  of
 the screen and that your non-king pieces can only move
 in the upward direction.

 It  is  easy  to  learn  to  play  checkers  with  the
 Video-Brain, even if  you do not  know the game.   The
 Video-Brain will not let  you make illegal moves,  and
 it will usually  tell you  what you  are doing  wrong.
 The basic rules  are listed on page 4 of this booklet.

 Moves are  made by  using the  JOY STICK  to move  the
 cursor until it is brought to rest on a piece that you
 wish to move.   You may  have to  practice before  you
 will be able to do this easily.

 When you  have the  cursor  properly centered  on  the
 piece you want to move, you push the HIT button on the
 side of the JOY STICK case.  If the selected piece can
 move, a corner will begin  to blink.  If the  selected
 piece cannot move, a message  will inform you of  this
 fact and you must selest a different piece.

 2
 Having selected a piece that can move, you again  move
 the JOY STICK and select the square to which the piece
 is to move.   With the cursor  on this desired  square
 you again press the HIT BUTTON.  If the attempted move
 is a  legal move,  the  piece will  be moved  and  the
 Video-Brain will begin  to plan its  move and it  will
 display the message

			MY MOVE.

 If you try  to make  an illegal  move the  Video-brain
 will tell you why  it is illegal and  wait for you  to
 make a legal move.  After several illegal attempts the
 Video-Brain will cancel  the piece  selection and  you
 must then reselect the piece that you want to move.

 Occasionally  you  may   have  a   double  jump   (see
 explanation below).  To  make a double  jump you  make
 the  first  jump   just  as   discribed  above.    The
 video-Brain will then prompt you by displaying

		     CONTINUE JUMP
 and you then move the cursor to the final position  or
 if perchance you have a  triple jump then to the  next
 "touch" point where the process is repeated.

 That's all there is to it.   If you are a good  enough
 player to get  the best  of the  Video-Brain, it  will
 anticipate its own defeat and tell you how many  moves
 it should take you to  win.  Conversely if it  expects
 to win, you are also told.





						      3
	      The basic rules of the game.

 Checkers is  a two  person game  played on  a  checker
 board in which  the two players  take turns in  moving
 one of their pieces.

 The object of the game is to have the last move, which
 is usually done  by capturing all  of your  opponent's
 pieces.

 Pieces are of two kinds, MEN and KINGS.  Your MEN  can
 only move upward on the screen while the Video-brain's
 MEN can only move downward.  MEN, when they reach  the
 last row are  promoted and become  KINGS and can  then
 move backward as well as forward.

 Pieces move along diagonals, a single square at a time
 except when "jumping" an opponent's piece.  Opponent's
 pieces are captured by jumping them.

 A jump  move must  be  made whenever  such a  move  is
 available.  To jump, you must have one of your  pieces
 in position next to an opponent's piece with an  empty
 square just beyond the  opponent's piece, all of  this
 along a diagonal in a legal direction.  You then  move
 your piece to  this empty square  and the  Video-Brain
 removes the captured piece.

 Occasionally, it is possible (and also compulsory)  to
 jump more than one piece when the jumping piece  lands
 on a  square which  puts it  into a  position to  make
 still another jump.   There is one  exception to  this
 rule:  a piece that is  promoted on reaching the  last
 row cannot continue to jump until after an intervening
 opponents move.

 4
	HOW the CHECKERS program plays Checkers

 The checkers program plays checkers very much the  way
 that you play the game,  that is it attempts to  trace
 out the consequences  of its proposed  moves with  due
 allowance for how  you will  respond to  its move  and
 considering how it  will than be  able to respond  and
 what you  might do  next, etc.  for several  moves  in
 advance of the current position.  That is, the program
 "looks ahead".

 People sometimes think that one could simply store all
 of the  possible  board situations  with  the  desired
 replies, but  this is  quite  impossible on  even  the
 largest computer that could ever be built.

 So the program looks ahead.  But it can look ahead for
 only a very few moves,.   Again, people quite fail  to
 realize how many  different board  positions would  be
 involved if  one  tried to  look  ahead very  far.   A
 simple calculation will show what the problem is.

 If we ignore jump moves  to make the calculation  easy
 we can  quickly  get  a feeling  for  the  difficulty.
 Normally, there are about 8 possible moves, so looking
 ahead 2 moves involves considering 1 plus 8 plus 64 or
 73 boards.  Four moves  ahead involves this number  of
 boards plus 512 plus 4096 or 4618 boards. But now  the
 numbers rapidly get out of hand because 8 moves  ahead
 calls for over  18 million boards  and 16 moves  calls
 for over 300  million million  boards!  These  numbers
 are correct  if one  counts only  the non-jump  moves,
 but, of courses,  jump moves will  actually occur  and
 more total moves will actually be played before  these
 astronomical  numbers  are   reached.   Normal   games
 usually take many more than 16 non-jump moves.
						      5
 Most people  find it  hard  to believe  these  numbers
 because they do not fully appreciate what is known  in
 conmputer parlance  as "the  combinatorial  explosion"
 and because they instinctively  feel that there  could
 not possiblly be this many different board  positions.
 Actually there  are  not  this  many  different  board
 positions, many positions  reached along  one line  of
 play will be the same positions encountered along some
 other line,  but the  point is  that they  have to  be
 looked at again before this fact becomes known, and we
 are concerned with the number of times the boards must
 be examined.   The "combinatorial  explosion" is  real
 and it  is  encountered  in  many  different  computer
 programs and much of  the art of computer  programming
 consists of clever ways of dealing with it.

 So the program can  only look ahead  a very few  moves
 and certainly not far enough to see to the end of  the
 game.

 Having looked  ahead a  few  moves, the  program  then
 tries to  evaluate the  resulting position.   If  some
 pieces have  been  captured  by  one  side,  then  the
 sequence of  moves  which  lead  to  this  capture  is
 desirable for this  side but, of  course, not for  the
 other side.  Sometimes there are no captures and  then
 the evaluation  consists  in  assessing  the  relative
 strength of the  position:  for  example, whether  one
 side or the other controls the center of the board.

 Now after  the final  board  has been  evaluated,  the
 program must back up  giving each side (remember  this
 is all  looking ahead  and does  not yet  involve  any
 actual moves) the chance  to replace the first  chosen
 move by alternate  choices, and  again following  this
 out to  the practical  limit in  look ahead  distance.
 6
 This process is repeated at each level of  look-ahead,
 all the way back to the initial move.

 If all of the  moves that are  considered in this  way
 are shown on  a piece of  paper the resulting  picture
 looks very much like a tree, so this process is called
 "backing up  the tree".   Maybe  it should  be  called
 "backing down the  tree" but for  some strange  reason
 the move trees are usually drawn up-side-down.

 This backing up  is done  using a  technique known  in
 computer jargon as the "alpha-beta heuristic".   Don't
 let this jargon disturb  you because you already  know
 this technique intuitively.  It simply means that  you
 cease to  consider all  the remaining  possible  moves
 that your opponent  might make in  response to a  move
 that you are thinking aboue as soon as you have  found
 that  he  has  one  reply  that  is  greatly  to  your
 disadvantage.  You further  assume that your  opponent
 will do the same from his or her point of view.  While
 you can do this without  any great trouble it  becomes
 quite complicated to express this intuitive concept as
 a program  for a  computer which,  of course,  has  no
 intuition.

 The use  of the  "alpha-beta heuristic"  results in  a
 great saving in the  number of moves  that have to  be
 considers  because  it  results  in  "tree   pruning".
 Without tree pruning, a computer would play very  poor
 checkers indeed  or else  it would  take centuries  to
 make a single move.  People who are good at games  are
 people who are good at "tree pruning".




						      7
 Having explored  the complete  game tree  the  program
 then selects what appears to be its best move and then
 waits for you to make your move.

 So a computer plays checkers very much as you do.  The
 only difference  is  that  it must  be  given  a  very
 detailed  list  of  instructions,  called  a  computer
 program.   These  instructions  are  really   commands
 because they allow the computer no latitude at all  in
 its action.   It is  told exactly  what to  do by  the
 person who has prepared the program, but remember,  it
 is not told what  move to make but  it is told how  to
 "look-ahead", how to "evaluate",  how to "back up  the
 tree", and how to "alpha-beta prune".

 The proficiency that the  computer appears to  possess
 is a mechanical reflection  of the proficiency of  the
 person who wrote the  program, subject, of course,  to
 the constraints imposed by  the size of the  computer.
 The checkers  program  on the  Video-brain  cannot  be
 expected to  play as  well  as it  does on  a  million
 dollar computer.   You may  be surprised  to find  how
 well it does play, so try it.













 8
	   A brief history of computer games

 There have been  many attempts  throughout history  to
 construct machines that could play games.  Most of the
 very early  attempts were  either extremely  crude  or
 they were out-and-out frauds.

 There was, for example, the very famous  chess-playing
 machine constructed  in 1769  by the  Baron  Kempelen.
 This was  taken  on  tour  all  over  the  world,  and
 deceived thousands  of people  into thinking  that  it
 played the game  automatically, when in  fact a  small
 man was concealed inside.   Edger Allen Poe  described
 this machine in detail.  The  device was said to  have
 defeated Napoleon who was considered to be a very good
 player.

 A chess playing  machine, this  time a  real one,  was
 constructed by  Signor Torres  Quededo in  about  1890
 which played a chess  end game and  which with a  rook
 and a king could checkmate  an opponent with a  single
 king.

 As illustrated by these  two examples, chess has  been
 the principle game that has attracted the designers of
 game playing machines almost from beginning,  although
 there has been a  great deal of  work on other  games,
 and particularly on games such as Nim for which  there
 exist complete  mathimatical  solutions and  on  games
 such as Tic Tac Toe that are simple enough to solve by
 considering all possible plays to the end of the game.

 With the advent of the modern digital computer, effort
 has turned toward programming the computer to play the
 games and attempts to build special machines for  this
 purpose has languished.
						      9
 But why, one might ask, would anyone want to take  the
 time and incur the expense that is involved in getting
 a computer to play a  game.  As computers are  applied
 to  practical   problems   of  greater   and   greater
 complexity, one frquently finds that the complexity of
 detail rather obscures the  fundamental nature of  the
 problem  and  one  becoming  completely  engulfed   in
 detail.

 Games and  particularly  those games  that  have  been
 around for centuries seem to interest people  because,
 in a way they require the same kinds of thinking  that
 one must do in solving the problems of every day life.
 But games do  not have  the immensity  of detail  that
 real life  problems have.   The rules  of a  game  are
 fixed while those in real  life are always subject  to
 different interpretations.  Finally  the criteria  for
 success are simple,  one knows when  one has won.   So
 games allow us to explore new techniques in the use of
 computers   under   fixed   conditions.    Programming
 computers to  play games  is them  not simply  playing
 games  and  it  is  justified  in  terms  of  the  new
 techniques that are developed.

 So programming a computer  to play a  game can have  a
 serious purpose.  And besides it is fun.

 But this is not an entirely modern idea.  As early  as
 1833, a  British mathematician,  Charles Babbage,  had
 conceived the  idea of  his Analytical  Engine and  he
 thought that he would be  able to have his  Analytical
 Engine play chess.   Babbage was  a man  ahead of  his
 time and he was  to spend the rest  of his life in  an
 unsuccessful attempt to  build his Analytical  Engine.


 10
 This was in 1833, remember, and the entire machine had
 to be built  out of  gears and  levers.  The  existing
 technology was simply  not up to  the task and  indeed
 even today  we would  find it  impractical to  try  to
 build a computer with such parts.

 Interestingly enough, Babbage  planned to  use all  or
 substantially all of the  mathematical ideas that  are
 embodied  in  the  present  day  computer.   But   the
 computer had to  wait until the  present era when  the
 electronics art  and our  general industrial  progress
 made its  development both  possible and  economically
 desirable.

 When the first large  digital computers were still  on
 the drafting board, a number of different people  took
 up Babbage's old idea and began to think about how one
 would program these computers  to play games.  Two  of
 these people  were  the  British  mathematicians  Alan
 Turing  and  Christofer  Strachey,  another  was   the
 American  mathematician  Claud  Shannon.   These   men
 worked on chess.

 The writer thought  that chess was  being over  worked
 and so he turned to the game of checkers.  This was in
 1947, and he has continued to work on a succession  of
 different programs to  play checkers and  he has  been
 using these  programs  as  tools  to  investigate  new
 computer techniques off and  on ever since that  time.
 If you are interested in  this aspect of the  problem,
 you might like  to read  two papers,  Some Studies  in
 Machine Learning  Using the  Game of  Checkers"  which
 were published  in the  IBM  Journal of  Research  and
 Development, the first in Vol.  3 No. 3, July 1959  pp
 211-229 and the second in  Vol.11 No 6, November  1967
 pp 601-617.
						     11
		  Biographical Sketch

 Dr. Arthur L.  Samuel,  Adjunct Professor Emeritus  at
 Stanford  University,   has  been   involved  in   the
 development and use of computers for a very long time,
 start out in  1923 when he  was a student  at MIT  and
 worked on the  Bush Differential  Analyser (an  analog
 machine not a digital one).

 After teaching at MIT for two years Dr. Samuel  joined
 the  Bell  Telephone  Laboratories  where  he   worked
 largely on microwave tubes of the type used in  Radar.
 Leaving the Bell Laboratories in 1946, Dr. Samuel went
 to the  University of  Illinois where  he renewed  his
 interest in computers, this time in digital computers.

 Computers became his dominant interest so he went with
 IBM in 1949 and stayed with IBM until he reached their
 compulsory retirement age.  He was involved with  just
 about every phase in  the research and development  of
 digital computers.

 Since  1966  he  has  been  in  the  Computer  Science
 Department at  Stanford University  and altho  he  was
 made Emeritus in 1975 he continues to work full  time.
 He does take time out to do extensive traveling and to
 undertake such side jobs as programing the Video-Brain
 to play checkers.

 Dr. Samuel has over 50 U.S.  patents and has published
 many technical papers.   He was made  a Fellow of  the
 American Physical Society, of  the Institute of  Radio
 Engineers and of the American Institute of  Electrical
 Engineering   and   has   received   numerious   other
 professional honors.

 12