Download Free Chess Skill In Man And Machine Book in PDF and EPUB Free Download. You can read online Chess Skill In Man And Machine and write the review.

Ten years of intensive effort on computer chess have produced notable progress. Although the background information and technical details that were written in 1975 for the first edition of this book are still valid in most essential points, hardware and software refinements have had a major impact on the effectiveness of these ideas. The current crop of chess machines are performing at unexpectedly high levels. The approach epitomized by the series of programs developed by David Slate and Larry Atkin at Northwestern in the middle 1970s (i. e. , a sophisticated search algorithm using very little chess knowledge) was expected to reach an asymptbtic level of performance no higher than that of a class A player (USCF rating between 1800 and 2000). This perspective was argued quite vigorously by Eliot Hearst in Chapter 8 of the first edition and was held at that time by many chess experts. Subsequent events have clearly demonstrated that the asymptotic performance level for this type of pro gram it at least as high as the master level (USCF rating between 2200 and 2400). Current discussions now focus upon whether the earlier reser vations were wrong in principle or simply underestimated the asymptote. If there is a real barrier which will prevent this type of program from attaining a world championship level of performance, it is not evident from the steady progress which has been observed during the last decade.
Ten years of intensive effort on computer chess have produced notable progress. Although the background information and technical details that were written in 1975 for the first edition of this book are still valid in most essential points, hardware and software refinements have had a major impact on the effectiveness of these ideas. The current crop of chess machines are performing at unexpectedly high levels. The approach epitomized by the series of programs developed by David Slate and Larry Atkin at Northwestern in the middle 1970s (i. e. , a sophisticated search algorithm using very little chess knowledge) was expected to reach an asymptbtic level of performance no higher than that of a class A player (USCF rating between 1800 and 2000). This perspective was argued quite vigorously by Eliot Hearst in Chapter 8 of the first edition and was held at that time by many chess experts. Subsequent events have clearly demonstrated that the asymptotic performance level for this type of pro gram it at least as high as the master level (USCF rating between 2200 and 2400). Current discussions now focus upon whether the earlier reser vations were wrong in principle or simply underestimated the asymptote. If there is a real barrier which will prevent this type of program from attaining a world championship level of performance, it is not evident from the steady progress which has been observed during the last decade.
The riveting quest to construct the machine that would take on the world’s greatest human chess player—told by the man who built it On May 11, 1997, millions worldwide heard news of a stunning victory, as a machine defeated the defending world chess champion, Garry Kasparov. Behind Deep Blue tells the inside story of the quest to create the mother of all chess machines and what happened at the two historic Deep Blue vs. Kasparov matches. Feng-hsiung Hsu, the system architect of Deep Blue, reveals how a modest student project started at Carnegie Mellon in 1985 led to the production of a multimillion-dollar supercomputer. Hsu discusses the setbacks, tensions, and rivalries in the race to develop the ultimate chess machine, and the wild controversies that culminated in the final triumph over the world's greatest human player. With a new foreword by Jon Kleinberg and a new preface from the author, Behind Deep Blue offers a remarkable look at one of the most famous advances in artificial intelligence, and the brilliant toolmaker who invented it.
Garry Kasparov's 1997 chess match against the IBM supercomputer Deep Blue was a watershed moment in the history of technology. It was the dawn of a new era in artificial intelligence: a machine capable of beating the reigning human champion at this most cerebral game. That moment was more than a century in the making, and in this breakthrough book, Kasparov reveals his astonishing side of the story for the first time. He describes how it felt to strategize against an implacable, untiring opponent with the whole world watching, and recounts the history of machine intelligence through the microcosm of chess, considered by generations of scientific pioneers to be a key to unlocking the secrets of human and machine cognition. Kasparov uses his unrivaled experience to look into the future of intelligent machines and sees it bright with possibility. As many critics decry artificial intelligence as a menace, particularly to human jobs, Kasparov shows how humanity can rise to new heights with the help of our most extraordinary creations, rather than fear them. Deep Thinking is a tightly argued case for technological progress, from the man who stood at its precipice with his own career at stake.
Both chess play and psychological research offer rewards to their participants in the form of intellectual satisfaction. It seems to follow that combining these two forms of activity, by carrying out research into chess play, should be a particularly engaging enterprise. In the mid-1980s enough was now known for it to be feasible to tell a reasonably satisfying story by piecing together the accumulated results of experiments on chess. There were remaining gaps in knowledge, but the structure of chess skill had at least become sufficiently evident to exhibit where the gaps lay. Originally published in 1985, this book was an attempt to summarize the progress that had been made at the time, recounting some of the components of the research process while describing how the chessplayer seems to think, imagine, and decide.
"In Chess Metaphors, Diego Rasskin-Gutman explores fundamental questions about memory, thought, emotion, consciousness, and other cognitive processes through the game of chess, using the moves of thirty-two pieces over sixty-four squares to map the structural and functional organization of the brain." --Book Jacket.
Problem solving is a central topic for both cognitive psychology and artificial intelligence (AI). Psychology seeks to analyze naturally occur ring problem solving into hypothetical processes, while AI seeks to synthesize problem-solving performance from well-defined processes. Psychology may suggest possible processes to AI and, in turn, AI may suggest plausible hypotheses to psychology. It should be useful for both sides to have some idea of the other's contribution-hence this book, which brings together overviews of psychological and AI re search in major areas of problem solving. At a more general level, this book is intended to be a contribution toward comparative cognitive science. Cognitive science is the study of intelligent systems, whether natural or artificial, and treats both organ isms and computers as types of information-processing systems. Clearly, humans and typical current computers have rather different functional or cognitive architectures. Thus, insights into the role of cognitive ar chitecture in performance may be gained by comparing typical human problem solving with efficient machine problem solving over a range of tasks. Readers may notice that there is little mention of connectionist ap proaches in this volume. This is because, at the time of writing, such approaches have had little or no impact on research at the problem solving level. Should a similar volume be produced in ten years or so, of course, a very different story may need to be told.
Computers, Chess, and Cognition presents an excellent up-to-date description of developments in computer chess, a rapidly advancing area in artificial intelligence research. This book is intended for an upper undergraduate and above level audience in the computer science (artificial intelligence) community. The chapters have been edited to present a uniform terminology and balanced writing style, to make the material understandable to a wider, less specialized audience. The book's primary strengths are the description of the workings of some major chess programs, an excellent review of tree searching methods, discussion of exciting new research ideas, a philosophical discussion of the relationship of computer game playing to artificial intelligence, and the treatment of computer Go as an important new research area. A complete index and extensive bibliography makes the book a valuable reference work. The book includes a special foreword by Ken Thompson, author of the UNIX operating system.
During the last twenty years our understanding of expertise has dramatically increased. Laboratory analysis of chess masters, experts in physics and medicine, musicians, athletics, writers, and performance artists have included careful examination of the cognitive processes mediating outstanding performance in very diverse areas of expertise. These analyses have shown that expert performance is primarily a reflection of acquired skill resulting from the accumulation of domain-specific knowledge and methods during many years of training practice. The importance of domain-specific knowledge has led researchers on expertise to focus on characteristics of expertise in specific domains. In Toward a General Theory of Expertise many of the world's foremost scientists review the state-of-the-art knowledge about expertise in different domains, with the goal of identifying characteristics of expert performance that are generalizable across many different areas of expertise. These essays provide a comprehensive summary of general methods for studying expertise and of current knowledge about expertise in chess, physics, medicine, sports and performance arts, music, writing, and decision making. Most important, the essays reveal the existence of many general characteristics of expertise.
Chess Tactics Can Be Fun! This book is an introduction to the various kinds of basic chess tactics. With instructional material, examples, and problems of all types, the subject of chess tactics is covered comprehensively. There are approximately 500 examples ranging from too easy to very difficult! Tactics are usually why most people find chess fun! This book will greatly enhance your enjoyment learning about - and benefiting from - the recurring patterns of tactics. It is well established that the study of basic tactics is probably the single most important thing any beginner can do to improve at chess. This book will help you do that!