This unusual book, completely devoted to computerized game play-ing, introduces more than 70 games, puzzles and mathematical recreations that may be programmed for a digital computer.
Over 25 complete programs are presented, most of which have never before appeared in computer books. Each of the programs includes a description of the game, a flowchart, a program written in FORTRAN (the most used scientific programming language of modern times) or BASIC, a description of how the program works, and output produced by the program. In addition to an in-depth analysis of over twenty different types of magic squares and how they may be generated by a computer, the book features complete programs for prime numbers, Sieve of Eratosthenes, pick-a-number, blackjack, binary card games, the counterfeit coin game and 15 other puzzles.
To stimulate the interest of students and beginning programmers and to challenge the ingenuity of more experienced senior analysts, senior programmers and mathematicians, more than 50 games are presented for computer solution. These include such popular pastimes as Keno, Roulette, Go, Chess, Checkers, Nim, Pantomino and Tic-Tac-Тоe.
A useful supplementary text for FORTRAN programming classes and mathematics classes using FORTRAN, the book provides unusual source material for class problems.
The game playing programs presented in Chapters 2 through 6 were written in FORTRAN language and tested on Control Data and RCA computers. The programs in Chapter 13 were written in the BASIC programming language and tested on a General Electric 265 Time Sharing Computer System.
Junior and senior programmers, analysts, mathematicians, teachers and college students will find the book stimulating and challenging.