Computers in Chess Solving Inexact Search Problems / by M. M. Botvinnik.

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 o...

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Bibliographic Details
Main Author: Botvinnik, M. M. (Author)
Corporate Author: SpringerLink (Online service)
Format: eBook
Language:English
Published: New York, NY : Springer New York : Imprint: Springer, 1984.
Edition:1st ed. 1984.
Series:Artificial Intelligence,
Springer eBook Collection.
Subjects:
Online Access:Click to view e-book
Holy Cross Note:Loaded electronically.
Electronic access restricted to members of the Holy Cross Community.
Table of Contents:
  • 1 The General Statement
  • Definition of an Inexact Task
  • Inexact Tasks and Control Systems
  • Two Methods for Solving Inexact Problems
  • The Goal of the Game and the Scoring Function
  • Goal and Prognosis (The Optimal Variation)
  • Multi-level Control Systems
  • Types of Multi-level Systems
  • Advantages of the General Goal
  • The Method for Connecting the Optimal Variations of the Components for Types C and E Regimes
  • Computer Programs and Humans
  • The Expansion of Artifical Intelligence
  • 2 Methods for Limiting the Search Tree
  • Truncation
  • The Goal of an Inexact Game
  • The Scoring Function
  • Breaking Off a Variation
  • The Pruning of Branches
  • The Horizon
  • Two Trees: The Mathematical Model (MM)
  • The Stratification of the System
  • Three General Limitation Principles
  • Improving the Results of a Search
  • 3 The Search for a Solution and Historical Experience
  • The Search for a Solution by Association
  • The Handbook Method of Searching
  • 4 An Example of the Solution of an Inexact Problem (Chess)
  • A. The Search for a Move in an Original Situation
  • B. The Use of Historical Experience
  • 5 Three Endgame Studies (An Experiment)
  • 6 The Second World Championship
  • KAISSA-CHESS 4.6
  • Conclusions
  • Appendix 1
  • Fields of Play (by B. M. Stilman)
  • 1. The Formation of Fields and the Search Within Them
  • 1.1. The Concept of a Field
  • 1.2. The Search Procedure in the Initial Position
  • 1.3. The Formation of Fields During the Search—An Example
  • 1.4. Formation of a Field
  • 1.5. Storage of Information about Sheaves of Trajectories in Computer Memory. Linked Lists
  • 1.6. Information on the Trajectories of a Field
  • 1.8. Computing the Length of a Denial Trajectory
  • 1.9. Correction of the Sighting Method
  • 1.10. The Pseudosearch
  • 1.11. The Extent of the Climb Up a Branch in the Pseudosearch
  • 1.14. Freezing a Trajectory for Lack of a Connection to an Active One
  • 1.15. Criteria for Freezing
  • 1.16. The Algorithm for Freezing
  • 1.18. Trajectory and Field
  • 2. The Choice of Moves in an Ensemble of Fields (The Mathematical Model)
  • 2.1. The Goal of the Game and the Ending of a Variation
  • 2.2. The Criteria for Breaking Off a Variation in the Search
  • 2.3. Testing the Criteria for Ending a Variation
  • 2.4. Pruning Branches by the Minimax Principle. On the Branch-and-Bound Method
  • 2.5. Pruning Branches by the Worst Case Method
  • 2.6. Priority of Moves in a Search
  • 2.7. Analysis of the Trajectories of a Sheaf for Inclusion in the Search
  • 2.8. Analysis of Trajectories for Forking
  • 2.9. Retreat and Deblockade
  • 2.10. Pruning in the Presence of Branching in a Sheaf of Trajectories
  • 2.11. The Structure of the Search Tree
  • 2.12. A New Content of Known Procedures
  • Appendix 2 The Positional Estimate and Assignment of Priorities (by M. A. Tsfasman and B. M. Stilman)
  • Appendix 3 The Endgame Library in PIONEER (Using Historical Experience by the Handbook Method and the Outreach Method) (by A. D. YUDIN)
  • 3.1. Introduction
  • 3.2. Formulation of the Problem
  • 3.3. Configurations
  • 3.4. The Boundary Effect. Decomposition Formulae
  • 3.5. Symmetries
  • 3.6. The Structure of the Library. Classes. Coding of the Information
  • 3.7. Organization of the Information in the Form of Two-Dimensional Tables with Subordination of Entries
  • 3.8. The Algorithm for Using the Endgame Library (The Search for Exact Coincidence)
  • 3.9. Examples of the Operation of the Subroutine for Using the Endgame Library
  • 3.10. Outreach for a Library Position
  • 3.11. The Search for Nearby Positions
  • 3.12. Filter with Respect to the Pawn Structure
  • 3.13. The “One Color-Different Color” Filter
  • 3.14. Filters Within a Set of Positions
  • 3.15. Finding a Group of Neighboring Positions
  • 3.16. Implementation of the Outreach Method. Anti-outreach
  • 3.17. Entry from the Move-Search Routine
  • 3.18. Outreach and Exact Coincidence
  • 3.19. The Potential for Wide Use of Library Rules in PIONEER
  • 3.20. The Breakoff Criterion Based on the Rule of the Square
  • 3.21. Conclusion
  • Appendix An Associative Library of Fragments (by A. I. Reznitsky and A. D. Yudin)
  • References
  • Glossary of Terms
  • Index of Notation.