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.
PPIG 1994 - 6th Annual Workshop
Computer Programming for Noughts-and-Crosses: New Frontiers