
Computers, Chess, and Cognition
Springer (Publisher)
Published on 12. October 2011
Book
Paperback/Softback
XII, 323 pages
978-1-4613-9082-4 (ISBN)
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.
More details
Edition
Softcover reprint of the original 1st ed. 1990
Language
English
Place of publication
New York
United States
Target group
Professional and scholarly
Research
Illustrations
XII, 323 p.
Dimensions
Height: 235 mm
Width: 155 mm
Thickness: 19 mm
Weight
528 gr
ISBN-13
978-1-4613-9082-4 (9781461390824)
DOI
10.1007/978-1-4613-9080-0
Schweitzer Classification
Other editions
Additional editions

T. Anthony Marsland | Jonathan Schaeffer
Computers, Chess, and Cognition
E-Book
12/2012
Springer
€139.09
Available for download

T. Anthony Marsland | Jonathan Schaeffer
Computers, Chess, and Cognition
Book
10/1990
Springer
€85.55
Article exhausted; check different version
Persons
Content
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.