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  <titleInfo>
    <title>Towards automated decision making</title>
    <subTitle>a case study of Thai chess</subTitle>
  </titleInfo>
  <name type="personal">
    <namePart>Kuo, Hsueh-wu</namePart>
    <role>
      <roleTerm authority="marcrelator" type="text">creator</roleTerm>
    </role>
  </name>
  <name type="personal">
    <namePart>Krisorn Jittorntrum</namePart>
    <role>
      <roleTerm type="text">Chairperson</roleTerm>
    </role>
  </name>
  <name type="personal">
    <namePart>Gupta, Gopal K.</namePart>
    <role>
      <roleTerm type="text">Examination Committee</roleTerm>
    </role>
  </name>
  <name type="personal">
    <namePart>Kaew Nualchawee</namePart>
    <role>
      <roleTerm type="text">Examination Committee</roleTerm>
    </role>
  </name>
  <name type="corporate">
    <namePart>Retired Servicemen Engineering Agency, Republic of China</namePart>
    <role>
      <roleTerm type="text">Scholarship Donor</roleTerm>
    </role>
  </name>
  <typeOfResource>text</typeOfResource>
  <genre authority="marc">series</genre>
  <genre authority="marc">technical report</genre>
  <originInfo>
    <place>
      <placeTerm type="code" authority="marccountry">th</placeTerm>
    </place>
    <place>
      <placeTerm type="text">Bangkok</placeTerm>
    </place>
    <publisher>Asian Institute of Technology</publisher>
    <dateIssued>1980</dateIssued>
    <issuance>continuing</issuance>
  </originInfo>
  <language>
    <languageTerm authority="iso639-2b" type="code">eng</languageTerm>
  </language>
  <physicalDescription>
    <extent>v, 66 p.</extent>
  </physicalDescription>
  <abstract>The 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. </abstract>
  <note>A thesis submitted in partial fulfillment of the requirements for the degree of Master of Engineering, School of Engineering and Technology</note>
  <note>Thesis (M.Eng.) - Asian Institute of Technology, 1980</note>
  <subject authority="lcsh">
    <topic>Game theory</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Decision-making</topic>
  </subject>
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    <titleInfo>
      <title>Thesis ; no. CA-80-10</title>
    </titleInfo>
    <name type="corporate">
      <namePart>Asian Institute of Technology.</namePart>
      <namePart/>
    </name>
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  <identifier type="uri">http://203.159.5.9/ait-thesis/detail.php?q=B21930</identifier>
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    <url displayLabel="Full-Text">http://203.159.5.9/ait-thesis/detail.php?q=B21930</url>
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    <recordCreationDate encoding="marc">130598</recordCreationDate>
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