Computers, Chess and Long-Range Planning


Book Description

Mihail Moiseevich Botvinnik is an electrical engineer by profession; during World War II he headed a high-tension laboratory in the Urals and was decorated by the USSR for his accomplishments. At present, he is the head of the alternating-current machine laboratory at the Moscow Institute of Power Engineering. He is also a world-renowned chess player. He was born in 1911, and by 1935 had become a Grandmaster of Soviet chess. In 1948 he won the world chess championship and held the title until 1963 (except for a two-year break). His chess style has been characterized as deep, objective, serious, and courageous. In this book, the quality of his thinking is revealed in his study of the basic thought processes of master chess players, and his reduction of these processes to mathematical form. This formalization of thought processes is a contribution to science at three levels: at the immediate level, it provides a basis for a computer program that seems likely to succeed in playing chess; at the middle level, game-playing programs help us to study and rationalize the processes of planning and decision-making; and, at the highest level, the study of the mind in action, as in the game of chess, leads to an understanding of human thought and of the human psyche.










All About Chess and Computers


Book Description

For some time now, I have felt that the time is right to write a book about Computer Chess. Ever since the first attempts at chess pro gramming were made, some twenty five years ago, interest in the subject ha"s grown from year to year. During the late 1950s the subject was first brought to the attention of the public by an article in Scient(fic American, and less than a decade later a chess program was competing in a tournament with humans. More recently, there have been tournaments in which the only participants were computer programs. and when the first World Computer Championship was held in Stockholm in 1974 the event was an outstanding success. Laymen often doubt the value of investing in a subject so esoteric as computer chess, but there is definitely considerable benefit to be gained from a study of the automisation of chess and other intellectual games. If it proves possible to play such games well by computer, then the techniques employed to analyse and assess future positions in these games will also be useful in other problems in long-range planning. I have tried to make this book both interesting and instructive. Those who understand anything at all about chess but who have no knowledge of computers, will be able to follow my description of how computers play chess. Those with a knowledge of both areas will still find much to interest them.




Computers in Chess


Book Description

Much water has flowed over the dam since this book went to press in Moscow. One might expect that PIONEER would have made substantial advances-unfortunately it has not. There are reasons: the difficulty of the problem, the disenchantment of the mathematicians (because of the delays and drawing out of the work), and principally the insufficiency and some times complete lack of machine time. The general method used by PIONEER to solve complex multidimen sional search problems had already been formulated at that time. It was supposed that the successful completion of the chess program PIONEER-l would provide a sufficient validation for the method. We did not succeed in completing it. But, unexpectedly, PIONEER's method obtained a different kind of validation. Since our group of mathematicians works at the Institute for Electroen ergy, we were invited to solve some energy-related problems and were assigned the task of constructing a program that would plan the recondi tioning of the equipment in power stations-initially for one month. Until then, the technicians had been preparing such plans without the aid of computers. Although the chess program was not complete even after ten years, the program PIONEER-2 for computing the monthly repair schedule for the Interconnected Power System of Russian Central was completed in a few months. In mid-October of 1980 a medium-speed computer constructed the plan in 40 seconds. When, at the end of the month, the mathematician A.




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.




Computers in Chess


Book Description

Much water has flowed over the dam since this book went to press in Moscow. One might expect that PIONEER would have made substantial advances-unfortunately it has not. There are reasons: the difficulty of the problem, the disenchantment of the mathematicians (because of the delays and drawing out of the work), and principally the insufficiency and some times complete lack of machine time. The general method used by PIONEER to solve complex multidimen sional search problems had already been formulated at that time. It was supposed that the successful completion of the chess program PIONEER-l would provide a sufficient validation for the method. We did not succeed in completing it. But, unexpectedly, PIONEER's method obtained a different kind of validation. Since our group of mathematicians works at the Institute for Electroen ergy, we were invited to solve some energy-related problems and were assigned the task of constructing a program that would plan the recondi tioning of the equipment in power stations-initially for one month. Until then, the technicians had been preparing such plans without the aid of computers. Although the chess program was not complete even after ten years, the program PIONEER-2 for computing the monthly repair schedule for the Interconnected Power System of Russian Central was completed in a few months. In mid-October of 1980 a medium-speed computer constructed the plan in 40 seconds. When, at the end of the month, the mathematician A.




Computer Games I


Book Description

Computer Games I is the first volume in a two part compendium of papers covering the most important material available on the development of computer strategy games. These selections range from discussions of mathematical analyses of games, to more qualitative concerns of whether a computer game should follow human thought processes rather than a "brute force" approach, to papers which will benefit readers trying to program their own games. Contributions include selections from the major players in the development of computer games: Claude Shannon whose work still forms the foundation of most contemporary chess programs, Edward O. Thorpe whose invention of the card counting method caused Las Vegas casinos to change their blackjack rules, and Hans Berliner whose work has been fundamental to the development of backgammon and chess games.




Advances in Computer Chess


Book Description

Advances in Computer Chess 3 focuses on the mechanics involved in playing chess on computer. This book features an extensive discussion of the game wherein it is played in a different setting. The selection, which is composed of 13 chapters, features the extensive contributions of researchers who continuously search for ways to improve playing chess on computer. This book starts with the discussion of the basic principles and concepts that can impose changes on how the game is played. A discussion is devoted to the Belle chess hardware. What is clearly pointed out in this section is the speed of the program relative to responses made while playing. A comparison is made between the performance of human and computer in playing chess. The complexity of various computer moves are then elaborated by highlighting how these moves can alter the pace as well as the result of the game. The development of a program that is aimed at solving problems on how chess is played is also noted. This book is a sure hit for those who are fond of playing chess in any playing field.




Human-Computer Interaction. Interaction Technologies


Book Description

The 3 volume-set LNCS 10901, 10902 + 10903 constitutes the refereed proceedings of the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. HCI 2018 includes a total of 145 papers; they were organized in topical sections named: Part I: HCI theories, methods and tools; perception and psychological issues in HCI; emotion and attention recognition; security, privacy and ethics in HCI. Part II: HCI in medicine; HCI for health and wellbeing; HCI in cultural heritage; HCI in complex environments; mobile and wearable HCI. Part III: input techniques and devices; speech-based interfaces and chatbots; gesture, motion and eye-tracking based interaction; games and gamification.