Computers, Chess, and Cognition


Book 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.




The Psychology of Chess


Book Description

Do you need to be a genius to be good at chess? What does it take to become a Grandmaster? Can computer programmes beat human intuition in gameplay? The Psychology of Chess is an insightful overview of the roles of intelligence, expertise, and human intuition in playing this complex and ancient game. The book explores the idea of ‘practice makes perfect’, alongside accounts of why men perform better than women in international rankings, and why chess has become synonymous with extreme intelligence as well as madness. When artificial intelligence researchers are increasingly studying chess to develop machine learning, The Psychology of Chess shows us how much it has already taught us about the human mind.




Chess Metaphors


Book Description

"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.




The MIT Encyclopedia of the Cognitive Sciences (MITECS)


Book Description

Since the 1970s the cognitive sciences have offered multidisciplinary ways of understanding the mind and cognition. The MIT Encyclopedia of the Cognitive Sciences (MITECS) is a landmark, comprehensive reference work that represents the methodological and theoretical diversity of this changing field. At the core of the encyclopedia are 471 concise entries, from Acquisition and Adaptationism to Wundt and X-bar Theory. Each article, written by a leading researcher in the field, provides an accessible introduction to an important concept in the cognitive sciences, as well as references or further readings. Six extended essays, which collectively serve as a roadmap to the articles, provide overviews of each of six major areas of cognitive science: Philosophy; Psychology; Neurosciences; Computational Intelligence; Linguistics and Language; and Culture, Cognition, and Evolution. For both students and researchers, MITECS will be an indispensable guide to the current state of the cognitive sciences.




Cognitive Chess


Book Description

When You Are Serious about Improving... To improve and succeed, a chessplayer must be able calculate precisely and visualize prospective positions. This is easier said than done. While pondering the next move, a chessplayer frequently keeps “replaying” the same melody in his mind, thus falling into a kind of trance. This book by Russian grandmaster Konstantin Chernyshov is designed to improve your visualization and calculation skills. With 500 exercises and an additional 250 puzzles, the author provides a vast amount of material to work through for students and coaches of the game. Most exercises require the reader to go through several stages of thought, including visualizing the configuration of the pieces, evaluating the resulting positions, and finally, calculating an accurate continuation. The regimen suggested by the author will require a disciplined approach by serious chessplayers. The exercises and puzzles start out with easy examples, but they gradually become more difficult. And all are meant to be solved without sight of the board. As noted by Ian Harris in his foreword: Cognitive Chess is designed to train you to visualize the board and correctly calculate sequences in your mind, skills that are essential to problem solving in all phases of the game. Players who train in these areas will certainly see an overall improvement in their game. After all, chess is ultimately a contest between opponents to determine who can “out-calculate” the other. Cognitive Chess: When you are serious about taking your game to the next level...




Deep Thinking


Book Description

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.




Cognition


Book Description

The study of human cognitive processes provides insight into why we act or react and can help us predict future behaviors. In Cognition, authors Thomas Farmer and Margaret Matlin present an engaging and highly relatable examination of how these processes work, and how they are responsible for the way we perceive and interpret the world around us. Broad in scope without sacrificing depth of detail, this text emphasizes the link between conceptual cognitive psychology and real-world experience; case studies, current trends, and historical perspectives merge to provide a comprehensive understanding of core principles and theories. This new Tenth Edition has been updated to reflect the latest research, technology, and thinking, with more in-depth coverage of topics rising to prominence in the field’s current knowledge base. Expanded explanations balance classical and contemporary approaches to specific topics, while additional experiments and an emphasis on methodology and experimental design are included to facilitate a greater appreciation of the field’s rigorous research.




Machines that Learn to Play Games


Book Description

The mind-set that has dominated the history of computer game playing relies on straightforward exploitation of the available computing power. The fact that a machine can explore millions of variations sooner than the sluggish human can wink an eye has inspired hopes that the mystery of intelligence can be cracked, or at least side-stepped, by sheer force. Decades of the steadily growing strength of computer programs have attested to the soundness of this approach. It is clear that deeper understanding can cut the amount of necessary calculations by orders of magnitude. The papers collected in this volume describe how to instill learning skills in game playing machines. The reader is asked to keep in mind that this is not just about games -- the possibility that the discussed techniques will be used in control systems and in decision support always looms in the background.




The Psychology of Chess Skill


Book Description

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.




Chess Metaphors


Book Description

How the moves of thirty-two chess pieces over sixty-four squares can help us understand the workings of the mind. When we play the ancient and noble game of chess, we grapple with ideas about honesty, deceitfulness, bravery, fear, aggression, beauty, and creativity, which echo (or allow us to depart from) the attitudes we take in our daily lives. Chess is an activity in which we deploy almost all our available cognitive resources; therefore, it makes an ideal laboratory for investigation into the workings of the mind. Indeed, research into artificial intelligence (AI) has used chess as a model for intelligent behavior since the 1950s. 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. Rasskin-Gutman focuses on the cognitive task of problem solving, exploring it from the perspectives of both biology and AI. Examining AI researchers' efforts to program a computer that could beat a flesh-and-blood grandmaster (and win a world chess championship), he finds that the results fall short when compared to the truly creative nature of the human mind.