TL;DR: The domain of complex board games such as Go, chess, checkers, Othello, and backgammon has been widely regarded as an ideal testing ground for exploring a variety of concepts and approaches in artificial intelligence and machine learning.
Abstract: Ever since the days of Shannon's proposal for a chess-playing algorithm [12] and Samuel's checkers-learning program [10] the domain of complex board games such as Go, chess, checkers, Othello, and backgammon has been widely regarded as an ideal testing ground for exploring a variety of concepts and approaches in artificial intelligence and machine learning. Such board games offer the challenge of tremendous complexity and sophistication required to play at expert level. At the same time, the problem inputs and performance measures are clear-cut and well defined, and the game environment is readily automated in that it is easy to simulate the board, the rules of legal play, and the rules regarding when the game is over and determining the outcome.
TL;DR: This paper is concerned with the problem of constructing a computing routine or “program” for a modern general purpose computer which will enable it to play chess.
TL;DR: The problem of constructing a computing routine or "program" for a modern general purpose computer which enables it to play chess is addressed in this article, where the authors propose a set of possibilities in this direction.
Abstract: This paper is concerned with the problem of constructing a computing routine or “program” for a modern general purpose computer which will enable it to play chess. Although perhaps of no practical importance, the question is of theoretical interest, and it is hoped that a satisfactory solution of this problem will act as a wedge in attacking other problems of a similar nature and of greater significance. Some possibilities in this direction are:-
(1)
Machines for designing filters, equalizers, etc.
(2)
Machines for designing relay and switching circuits.
(3)
Machines which will handle routing of telephone calls based on the individual circumstances rather than by fixed patterns.
(4)
Machines for performing symbolic (non-numerical) mathematical operations.
(5)
Machines capable of translating from one language to another.
(6)
Machines for making strategic decisions in simplified military operations.
(7)
Machines capable of orchestrating a melody.
(8)
Machines capable of logical deduction.
TL;DR: A fully distributed chess program fundamental concepts in search selective trees and majority systems, genetic-learning optimization for KNNKP(h) a taxonomy of concepts for evaluating chess strength - examples from two difficult categories.
Abstract: A fully distributed chess program fundamental concepts in search selective trees and majority systems - two experiments with commercial chess computers sundry computer chess topics alpha-beta conspiracy number search new ideas in the field of problem-solving and composing programs can a computer compose chess problems? chunking for experience to make dumb endgame databases speak ALEXS - genetic-learning optimization for KNNKP(h) a taxonomy of concepts for evaluating chess strength - examples from two difficult categories.
TL;DR: The past, present, and future of the development of games-playing programs are discussed and some surprising changes of direction occurring that will result in games being more of an experimental testbed for mainstream AI research, with less emphasis on building world-championship-caliber programs.
Abstract: The development of high-performance game-playing programs has been one of the major successes of artificial intelligence research. The results have been outstanding but, with one notable exception (Deep Blue), they have not been widely disseminated. This talk will discuss the past, present, and future of the development of games-playing programs. Case studies for backgammon, bridge, checkers, chess, go, hex, Othello, poker, and Scrabble will be used. The research emphasis of the past has been on high performance (synonymous with brute-force search) for twoplayer perfect-information games. The research emphasis of the present encompasses multi-player imperfect/nondeterministic information games. And what of the future? There are some surprising changes of direction occurring that will result in games being more of an experimental testbed for mainstream AI research, with less emphasis on building world-championship-caliber programs. One of the most profound contributions to mankind’s knowledge has been made by the artificial intelligence (AI) research community: the realization that intelligence is not uniquely human. 1 Using computers, it is possible to achieve human-like behavior in nonhumans. In other words, the illusion of human intelligence can be created in a computer. This idea has been vividly illustrated throughout the history of computer games research. Unlike most of the early work in AI, game researchers were interested in developing high-performance, real-time solutions to challenging problems. This led to an ends-justify-the-means attitude: the result—a strong chess program—was all that mattered, not the means by which it was achieved. In contrast, much of the mainstream AI work used simplified domains, while eschewing real-time performance objectives. This research typically used human intelligence as a model: one only had to emulate the human example to achieve intelligent behavior. The battle (and philosophical) lines were drawn. The difference in philosophy can be easily illustrated. The human brain and the computer are different machines, each with its own sets of strengths and weaknesses. Humans are good at, for example, learning, reasoning by analogy, and