3. COMMON BILLIARDS GAMES RULES

Key F3 on the Options Menu controls the difficulty level with these computer billiards games rules.

There are four difficulty levels: in the first three, the Snooker table has 6 pockets and a ball must be potted into a pocket. In the fourth, the snooker table has no pockets.

Before beginning his turn, each player may choose the impact, angle and spin to be used. The function of each key will become clearly apparent once one knows how to play billiards games rules and begins to shot. If a key with no function is pressed, a help screen will appear containing all possible options of the billiards games rules.

A brilliant computer billiards tip is the F9 function key, with which the computer will suggest a shot - maximum three -, and F10 which saves the game at a specific stage, allowing the game to be loaded with Alt-F10 or F6 from the Options Menu.

Although it would be possible to play without a mouse, of course, the choice of angle, impact and spin is much easier with it. A small amount of practice will be enough to see how it works. Nevertheless, it is useful to note that placing the mouse pointer below the sports billiards players' names on the screen, and clicking the left mouse button makes a shot.

Another billiards tip, the Tab key forces the computer billiards players to shot without further delay, except in Tournament and in the BEEPS Cups.

The billiards games rules of the computer game are the usual ones and all actions are automatically controlled.

Only one game or a tournament can be saved at a specific moment and it replaces the previously saved game or tournament.

There are two BEEPS Cups. The number 1 or 2 appears in the red ball in the top left-hand corner of the screen. The second Cup can only be loaded from the Options Menu, it begins in a higher level and help function is not available. To add a new player, just highlight the players' column and press Enter, then type the desired name.

In BEEPS Cup, when choosing a game, the program selects a computerised player as the opponent and a level of difficulty depending on the amount of points accumulated by the human player. As such the more points one has, the better the computer player will be.

The maximum score is 200 points, 20 for French Billiards, 40 for each of the Esnuka games and 30 for Snooker and Pool.

3.a) COMPUTER LEARNING GAMES. ESNUKA, THE COMPUTER GAME OF EVOLUTION (SPANISH BILLIARDS)

See Common rules.

To play billiards games of evolution is almost compulsory to know how to play pool billiards, and also would be better to know how to play snooker, because Esnuka is a variation of both plus a few new ideas to make a simulation of a evolutionary process.

Therefore, in Esnuka computer learning games it is possible to apply billiards tips and pool and snooker trick shots.

The GTCEL genetic algorithms and Mendel's laws are de ideas supporting the evolutionary steps of the billiards balls of these educational games. It is advisable to read and watch the option of the computer simulation of evolution.

The aim of the game is to try to make the colour of the player's ball into as highly evolved colour as possible, through evolutionary processes while potting the balls.

The most evolved colours are either black or white depending on the scale used. Function key F1 in the Options Menu changes the colour scale.

There are four difficulty levels in the computer learning games: in the first three, the Snooker table has 6 pockets and a ball must be potted into a pocket in order to start the evolutionary process. In the fourth, the table has no pockets and a ball may merely be hit in order to begin the above process.

Despite it might seem a bit complex to learn how to play billiards games of evolution at the beginning, it is important to remark that the computer will help because all the counting is fully automatic.

At the same time, there is no need to fully understand the genetic algorithms behind these computer learning games, anyway, the player would finally get an intuitive idea of the evolutionary processes.

Both the balls on the table and the balls corresponding to the players are made up of two types: mono or multi-coloured balls. When the player's ball is mono-coloured, only multi-coloured balls may be hit or potted (depending on the difficulty level). Vice versa; if no ball is hit or potted, a foul will be given, a black or white circle will appear in the middle of the player's ball and it will be the next player's turn.

The size of the black or white circle in the middle of the ball represents the number of fouls accumulated by the player. The genes are carriers of these fouls and, as such, can change through evolutionary processes. Furthermore, the number of fouls represents the probability of a genetic accident throughout these steps; an accident means the player is reduced to the lowest state within the scale.

When a ball on the table reaches the maximum state possible, it is not re-spotted, but remains in the pocket.

The configuration parameters of the evolutionary process shown on the Conditions Menu.

Simulation of evolution Parameters configuration
Esnuka - the option of evolution simultion

To understand how to play Esnuka with the option of special evolution we must bear in mind that the rules are similar to normal options except that the genes maintain their gender and, as such, jumps in scale are double those of the normal game. Furthermore, when the gender corresponds to multi-coloured balls, no evolution takes place in accordance the GTCEL.

In fact, according to this theory of evolution, evolution would take place due only to the endogenous evolution rate, in other words gained through the study of information contained in the gene corresponding to the same character but from another parent. However, in this game, no evolution takes place to achieve the desired visual impact: that one of the two sexes does not evolve in the same way as the other.

This option is incompatible with colour inversion and 2 characters.