Abstract
A new algorithm is presented for synthesising correct and optimal game-playing programs directly from the specifications. The programs deal with chess-like endgames. The algorithm is based on the principle of self-optimisation allowing the program-construction process to be time-feasible.
A L
Finally, the relationship to other game-playing work is discussed, and the applicability of the algorithm to more general domains is considered.
Get full access to this article
View all access options for this article.
