Computers, Chess, and Cognition - Marsland, T. Anthony; Schaeffer, Jonathan; (ed.) - Prospero Internet Bookshop

Computers, Chess, and Cognition

 
Edition number: Softcover reprint of the original 1st ed. 1990
Publisher: Springer
Date of Publication:
Number of Volumes: 1 pieces, Book
 
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Long description:
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.

Springer Book Archives
Table of Contents:
I. Man and Machine.- 1. A Short History of Computer Chess.- 2. Advances in Man-Machine Play.- 3. 1989 World Computer Chess Championship.- 4. How Will Chess Programs Beat Kasparov?.- II. Chess Programs.- 5. Deep Thought.- 6. Hitech.- 7. Cray Blitz.- III. Computer Chess Methods.- 8. Tree Searching Algorithms.- 9. Experiments with the Null-Move Heuristic.- 10. Problematic Positions and Speculative Play.- 11. Verifying and Codifying Strategies in a Chess Endgame.- 12. Learning in Bebe.- 13. The Bratko-Kopec Test Revisited.- IV. Computer Chess and AI.- 14. Chess as the Drosophila of AI.- 15. Brute Force in Chess and Science.- 16. Perspectives on Falling from Grace.- V. A New Drosophila for AI?.- 17. The Design and Evolution of Go Explorer.- 18. Knowledge Representation and its Refinement in Go Programs.