Long before the advent of the electronic computer, man was fascinated by
the idea of automating the thought processes employed in playing games
of skill. The very first chess "Automaton" captured the imagination
oflate eighteenth century Vienna, and by the early 1900s there was a
genuine machine that could play the chess endgame of king and rook
against a lone king. Soon after the invention of the computer,
scientists began to make a serious study of the problems involved in
programming a machine to play chess. Within a decade this interest
started to spread, first to draughts (checkers) and later to many other
strategy games. By the time the home computer was born, there had
already been three decades of research into computer games. Many of the
results of this research were published, though usually in publications
that are extremely difficult (or even impossible for most people) to
find. Hence the present volumes. Interest in computers and programming
has now reached into almost every home in the civilized world. Millions
of people have regular access to computers, and most of them enjoy
playing games. In fact, approximately 80 percent of all software sold
for use on personal computers is games software.