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This program plays checkers. The pieces played by the computer are marked with an “X”, yours are marked “O”. A move is made by specifying the coordinates of the piece to be moved (X, Y). Home (0,0) is in the bottom left and X specifies distance to the right of home (i.e., column) and Y specifies distance above home (i.e. row). You then specify where you wish to move to.
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This program plays checkers. The pieces played by the computer are marked with an “X”, yours are marked “O”. A move is made by specifying the coordinates of the piece to be moved (X, Y). Home (0,0) is in the bottom left and X specifies distance to the right of home (i.e., column) and Y specifies distance above home (i.e. row). You then specify where you wish to move to.
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THe original version of the program by Alan Segal was not able to recognize (or permit) a double or triple jump. If you tried one, it was likely that your piece would disappear altogether!
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The original version of the program by Alan Segal was not able to recognize (or permit) a double or triple jump. If you tried one, it was likely that your piece would disappear altogether!
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Steve North of Creative Computing rectified this problem and Lawrence Neal contributed modifications to allow the program to tell which player has won the game. The computer does not play a particularly good game but we leave it to _you_ to improve that.
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Steve North of Creative Computing rectified this problem and Lawrence Neal contributed modifications to allow the program to tell which player has won the game. The computer does not play a particularly good game but we leave it to _you_ to improve that.
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