By Timothy J O'Malley
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Additional resources for Artificial intelligence projects for the Commodore 64
If it is, control goes to line 70. Line 50 calls the subroutine thaI displays the objects, the routine that lets you play your move, and the routine that checks to see if lhe game is ovcr. If the game is over, then the computer goes to line 70. Line 55 is like line 45 excepl it is run if you moved first. Line 60 cycles control back to line 45. 37-98 27 100 lOS 110 114 liS 116-118 119 120 130 140-180 190 200-320 28 Line 70 asks if you want to play another game. Line 80 checks your input to determine whether or not you want another game.
When you lype RUN, the screen will blank. The pattcrn will stan to print out on the screen. Because the program POKEs the asterisks upon the screen, the pallerns will appear to change without lhe screen being blanked out. The program will continue to run indefinitely. To stop the program, you must press lhe RUN/STOP key. Checkout the listing. You will see that it has changed, and you might want to save the revised program. 9 38 Chapter 3 Behaviors and Bootstraps In this chapter we look at two novel ideas.
66(1 DATA RAT IS ONLV TOUCHING THE PUSH ROD. 67(1 DATA THE RAT IS PUSHING THE ROD. . 680 ................................... 70(1 REM *** SAVE BEHAVIOR ON TAPE? *** 710 PRItHCHR$'~ 147) BC$: 720 It~PUT"l"At~TTO SA')E BEHAI)IOF: Ot~ TAPE (','/t'1)"; 73(1 IF LEFT$(BC$+"V". 1. "BEHAVIOR": FOR 1=1 TO 7'? 75(1 PRINT#l,F(I):NEXT:CLOSE 1 760 PRItH: It~PUT"l,IANTTO STOP (V/ID";B[)$ '770 IF LEFT$(B[)$+"','")<>''',-''' THEI~ 135 790 42 ................................... . There is a frequency alTay that stores the frequency of every behavior, F.
Artificial intelligence projects for the Commodore 64 by Timothy J O'Malley