02086nas|a2200253 i 450000500170000000800410001703500150005810000180007324500680009126000520015930000130021149000270022450001440025150200580039552010080045365000160146165000200147770000390149770000450153670000450158171000820162681000590170885600650176720260819084810.0130598s1980 th uzm rtt 00| a1eng d a.b107347521 aKuo, Hsueh-wu10aTowards automated decision making :ba case study of Thai chess aBangkok :bAsian Institute of Technology,c1980 av, 66 p.1 aThesis ;vno. CA-80-10 aA thesis submitted in partial fulfillment of the requirements for the degree of Master of Engineering, School of Engineering and Technology aThesis (M.Eng.) - Asian Institute of Technology, 1980 aThe history of human beings' trying to create "Machine Intelligence" can be traced back to the beginning of 18th century. The advent of computer makes this human beings' profound desire possible. Due to their well defined rules and charming features, many games, especially chess, have been intensively studied and coded into computer programs. This study intends to map the human being's decision making process in playing games onto machine's representation. First, an effective machine representation of the chess environment is defined which serves as the basis for all subsequent game analyses and calculations. Second, the pre analysis similar to a human player is designed to facilitate game calculation. Last, a human-like transformational evaluator and a selective tree searching procedure are formulated to select an optimized move. A computer program for playing Tahi Chess has been developed along with the human player's approach. It makes the moves very closely as a human player does. 10aGame theory10aDecision-making0 aKrisorn Jittorntrum, eChairperson1 aGupta, Gopal K., eExamination Committee1 aKaew Nualchawee, eExamination Committee2 aRetired Servicemen Engineering Agency, Republic of China, eScholarship Donor2 aAsian Institute of Technology.tThesis ;vno. CA-80-10 3Full-Textuhttp://203.159.5.9/ait-thesis/detail.php?q=B21930