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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.)
-
-
-
- * * * * * * *
- * * * * * * * * *
- * * * * * * * * *
- ** * * * * * *****
- * * ***** * ***** * *
- * * * * * * * * *
- * * * * ***** * * * *
-
- 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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