Computer Playing of Scrabble® _________________________________________________________________ You are reading a version of this document current to: April 15, 1998. If you are viewing a hardcopy snapshot, the latest version is available online at . Preface This report documents a course research project (E&CE 499) focusing on the computer play of Scrabble®. The project was done over the Jan.-April 1998 time frame as part of my senior year in the [1]University of Waterloo [2]Computer Engineering undergraduate program. I would like to thank Professor [3]James A. Field for supervising the project, and Professor [4]Bruno R. Preiss for serving as co-reader. Special thanks to [5]Vincent Wong for extensive play-testing help. Dedicated to the group of Scrabble®-playing friends who inspired me to try this. You know who you are: this one's for you guys. Kenneth Tam April 15, 1998. _________________________________________________________________ Table of Contents 1. [6]Game Implementation 2. [7]Summary 3. [8]Conclusions 4. [9]Recommendations 5. [10]Introduction 6. [11]Infrastructure Architecture 7. [12]Lexicon Representation 8. [13]Move Generation Algorithm 9. [14]Move Selection Strategies 10. [15]References _________________________________________________________________ NOTE: "Scrabble®" is a registered trademark of Hasbro in the United States and Canada. Made with CSS References 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15.