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[[Template:Quote Yershov|Quote]] from ''Biography AS Kronrod'' by Alexander Yershov <ref>[http://vikont.50webs.com/art_kronrod.html Биография А.С. Кронрода], [http://translate.google.com/translate?sl=ru&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fvikont.50webs.com%2Fart_kronrod.html Biography AS Kronrod] by [http://www.linkedin.com/in/unixander Alexander Yershov] (translated by [https://en.wikipedia.org/wiki/Google_Translate Google Translate])</ref>
In 1958, [[Alexander Kronrod|Kronrod]], [[Georgy Adelson-Velsky|Adelson-Velsky]], and [[Mathematician#Landis|Landis]] selected "[https://en.wikipedia.org/wiki/Slapjack Snap]" ("подкидного дурака") as the intellectual foundations for the development of the game heuristic programming. The program itself was a fiasco - but the basic principles (board games, [[Search|search techniques]] and [[Depth|limited depth]]) were formulated. Further research laboratories in the field of game theory culminated in the first ever chess duel between the [[ITEP Chess Program|program]] of the [[Institute of Theoretical and Experimental Physics|Institute]] of Soviet and American [[Kotok-McCarthy-Program|best program]] developed at [[Stanford University]] under the direction of [[John McCarthy|J. McCarthy]]. By [[Stanford-ITEP Match|telegraph match]] was played in four games ended 3-1 in favor of our institute. At the time, chess became a [https://en.wikipedia.org/wiki/Guinea_pig_%28disambiguation%29 guinea pig] for all programmers interested in [[Artificial Intelligence|artificial intelligence]].