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For a minimum level of skill, the computer player could make random hits on unknown<br />

squares. The engine includes some trivial logic to mark squares as sea, if they are<br />

diagonally adjacent to partial known ships, or directly adjacent to complete known ships, so<br />

random hits on unknown squares would not be a bad start for the computer player.<br />

For a greater level of skill, the computer player could treat Battleships as a constraint<br />

satisfaction problem (CSP), a standard form of problem for which artificial intelligence<br />

research has developed many general methods. A little data from a few hits will generate<br />

enough constraints that a CSP approach can considerably improve on a purely random hit<br />

request. And a carefully chosen initial hit strategy will do better than a purely random initial<br />

hit strategy.<br />

Many of the two-player games mentioned above could be improved by the addition of the<br />

option for a computer opponent. In the case of the more complex games, such as Chess, the<br />

barriers to entry are high, as engines suitable for deployment on Symbian OS already exist,<br />

and have in some cases been ported from bodies of code that have evolved over two or<br />

three decades.<br />

16.6.4 Infrastructure Improvements<br />

Besides improving the game – or using a different game – there are many things we could<br />

do to improve the facilities for games in general, as provided by both Symbian OS and the<br />

TOGS stack.<br />

Symbian OS v7.0 and TOGS as they stand provide an attractive enough platform for turnbased<br />

games played at both short and long distance.<br />

TOGS is designed specifically for two-player turn-based games and can also support twoplayer<br />

chat. For multiplayer games, or for real-time games, GDP and GSDP will still be<br />

useful, but alternatives to RGCP, tailored for multiplayer or real-time requirements, will be<br />

needed. Some GDP implementations are clearly more suitable than others for real-time: any<br />

kind of pull protocol (such as receive-all for GDP-SMS) is clearly ruled out.<br />

Symbian OS also includes a media framework with better sound facilities and support for an<br />

increasing range of graphics and video formats. This has obvious application to games. In<br />

the longer term, it's possible that many aspects of the Symbian OS architecture may evolve<br />

to support real-time games; this requires sound, graphics, and communications<br />

improvements, some of which will be delivered in software, some on silicon.<br />

Here are some more ideas for taking TOGS forward with Symbian OS.<br />

Better long-distance messaging<br />

GDP-SMS provides a messaging transport that shows the viability and usefulness of longrange<br />

wireless messaging. It is the cheapest and fastest way to send a message to another<br />

Symbian OS phone, using only a mobile phone to access a communications network.<br />

Ultimately, the UI behind this kind of messaging will be very simple, because the phone<br />

metaphors (initiate = send first message, listen = wait to receive first message, address =<br />

phone number) are well understood by end users.<br />

More tightly integrated telephony will address push, setup, and the distinction between GDP<br />

and other messages.

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