This is, I think, how LLMs work, by training on huge amounts of data. It got me thinking about two approaches to solving this problem, which he discusses:ġ) A heuristic approach, where the computer learns from its mistakes. Artificial intelligence long pre-dates this book, of course, but it’s interesting to see the term used here to describe a computer playing a game. The most complex game is in the final chapter: ‘tic tac toe’, or noughts and crosses as we call it in the UK. Maybe this book was just a ruse to sell hardware. I just noticed that the Games Board seems to be made by Sybex, who published the games book. (Intriguingly I read somewhere that it could use an oscilloscope as a VDU, I’d love to know more about that!) The Sym-1 Games Board consists of a bunch of LEDs and a number keypad, and even though I don’t have one of those, nor a Sym-1, the book itself is interesting. The Sym-1 was very much like a Kim-1, a 6502-based development board. The games in this book are based around a hardware accessory for the Sym-1 computer. Zaks wrote what, for many, is the default text book on programming the 6502, but this book is a bit more playful. Among them was an intriguing 1980 book by Rodnay Zaks called 6502 Games. I just inherited a load of books on programming the 6502 processor in assembly language (and a Kim-1 computer, more on that later!).
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