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033 - Computer Programming for Noughts-and-Crosses: New Frontiers

Abstract

We relate the development of computer programs that play variants of noughts-and-crosses to an analysis of the perception and action involved in human play. We outline the construction of a computer model, expressed as a script of definitions, within which the perceptions and actions of agents such as the players and observers can be recorded. We briefly compare and contrast our concept of agent-orientation with alternative approaches to agent-oriented programming.

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