Difference between revisions of "Template:Quote McCarthy on Alpha-Beta"

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[[Template:Quote McCarthy on Alpha-Beta|Quote]] by [[John McCarthy]] from ''Human-Level AI is harder than it seemed in [[Timeline#1955|1955]]'':  
 
[[Template:Quote McCarthy on Alpha-Beta|Quote]] by [[John McCarthy]] from ''Human-Level AI is harder than it seemed in [[Timeline#1955|1955]]'':  
  
  Chess programs catch some of the human chess playing abilities but rely on the limited [[Branching Factor|effective branching]] of the chess move [[Search Tree|tree]]. The ideas that work for chess are inadequate for [[Go|go]]. [[Alpha-Beta|Alpha-beta pruning]] characterizes human play, but it wasn't noticed by [[Pioneers|early chess programmers]] - [[Alan Turing|Turing]], [[Claude Shannon|Shannon]], [[John Pasta|Pasta]] and [[Stanislaw Ulam|Ulam]], and [[Alex Bernstein|Bernstein]]. We humans are not very good at identifying the heuristics we ourselves use. Approximations to alpha-beta used by [[Arthur Samuel|Samuel]], [[Allen Newell|Newell]] and [[Herbert Simon|Simon]], McCarthy. Proved equivalent to [[Minimax|minimax]] by [[Timothy Hart|Hart]] and [[Michael Levin|Levin]], independently by [[Alexander Brudno|Brudno]]. [[Donald Knuth|Knuth]] gives details.
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  Chess programs catch some of the human chess playing abilities but rely on the limited [[Branching Factor|effective branching]] of the chess move [[Search Tree|tree]]. The ideas that work for chess are inadequate for [[Go|go]]. [[Alpha-Beta|Alpha-beta pruning]] characterizes human play, but it wasn't noticed by [[:Category:Pioneer|early chess programmers]] - [[Alan Turing|Turing]], [[Claude Shannon|Shannon]], [[John Pasta|Pasta]] and [[Stanislaw Ulam|Ulam]], and [[Alex Bernstein|Bernstein]]. We humans are not very good at identifying the heuristics we ourselves use. Approximations to alpha-beta used by [[Arthur Samuel|Samuel]], [[Allen Newell|Newell]] and [[Herbert Simon|Simon]], McCarthy. Proved equivalent to [[Minimax|minimax]] by [[Timothy Hart|Hart]] and [[Michael Levin|Levin]], independently by [[Alexander Brudno|Brudno]]. [[Donald Knuth|Knuth]] gives details.

Revision as of 17:34, 4 September 2018

Quote by John McCarthy from Human-Level AI is harder than it seemed in 1955:

Chess programs catch some of the human chess playing abilities but rely on the limited effective branching of the chess move tree. The ideas that work for chess are inadequate for go. Alpha-beta pruning characterizes human play, but it wasn't noticed by early chess programmers - Turing, Shannon, Pasta and Ulam, and Bernstein. We humans are not very good at identifying the heuristics we ourselves use. Approximations to alpha-beta used by Samuel, Newell and Simon, McCarthy. Proved equivalent to minimax by Hart and Levin, independently by Brudno. Knuth gives details.