Copyright (c) 2013 John L. Jerz

Chess and Machine Intuition (Atkinson, 1998)

Home
A Proposed Heuristic for a Computer Chess Program (John L. Jerz)
Problem Solving and the Gathering of Diagnostic Information (John L. Jerz)
A Concept of Strategy (John L. Jerz)
Books/Articles I am Reading
Quotes from References of Interest
Satire/ Play
Viva La Vida
Quotes on Thinking
Quotes on Planning
Quotes on Strategy
Quotes Concerning Problem Solving
Computer Chess
Chess Analysis
Early Computers/ New Computers
Problem Solving/ Creativity
Game Theory
Favorite Links
About Me
Additional Notes
The Case for Using Probabilistic Knowledge in a Computer Chess Program (John L. Jerz)
Resilience in Man and Machine

cami.jpg

Review of the book:
 
Through an overview of machine chess, a history of the game and a discussion on human intuition, machine intuition, and current concepts and their creators, this text aims to increase the readers' appreciation of their own minds, as well as computers.

Quotes from the text
 
p.46 In Turing-Shannon type programs, all chess knowledge beyond the definition of legal moves is contained in the evaluation function. Even though a large number of terms representing such positional features as material, mobility, and king safety might be made part of a static evaluation function, the very much greater number of features recognizable as special cases by expert players cannot even be enumerated, much less included. In principle, this is a minor defect, for the necessarily crude evaluations are in a sense made more precise by examination of a sufficiently large tree of potential positions and the use of minimax.
 
The studies of de Groot revealed that the average number of moves that a master examining a position from a well-played game would regard as good is about one and three-quarters.
 
p.74 One of his [Alfred Binet, famous French psychologist] first observations was that chess players do not perceive chessmen as having any particular form, but view them rather as symbols characterized by their individual moves and by their significance at a particular point of the game... The capable player does not, for example, perceive a Knight as a carved horse's head on a pedestal, but rather as a piece with certain capacities that serves a particular function in its current position... The skilled player invariably perceives a chess piece in terms of its significance to the present course of the game.
 
p.77 During the experiments, de Groot [famous Dutch psychologist] was impressed by the chess master's rapid grasp of the possibilities in a newly shown position. He observed a vast difference between master and amateur in the amount of time taken to recognize relevant structure and dynamic pressure. The master seems to perceive the critical forces almost instantaneously and can immediately suggest specific, appropriate board action.
 
p.78 De Groot noted that chess perception is distinctly visual. Indeed, players often use visual metaphors to express their perception of the board, stating that they "overlooked" this threat or bemoaning that their opponents "saw" everything.
 
p.79 [Alfred] Cleveland [psychologist] had also remarked on the perceptual metamorphosis that takes place with gain of experience. As more chess situations take on meaning, pieces are gradually transformed in the player's mind from static objects to forces that can be exerted. The expert no longer sees discrete squares and pieces or even abstract counters, just as the competent reader no longer sees individual letters... The board has become an arena of overlapping zones of significant activity, regions in which certain events are taking place or about to take place, and in which the impossibility of other events can be exploited. A position is seen in terms of pressures, of "fields of force" that require additional force to be applied in a particular region to maintain equilibrium, or to divert the opponent's influence.
 
p.85 In 1870 the Big Bend Tunnel on the Chesapeake and Ohio Railroad in West Virginia was under construction. One of the two tunneling crews employed the new steam drill while the other relied on human muscle, which happened to include that of John Henry, the best steel-driver on the C.&O. and the only man able to drive steel with two hammers, one in each hand. The steam drill was considered a marvelous invention, but John Henry still "allowed he could sink more steel." Money was put up and a contest arranged: John Henry was to get a hundred dollars if he could beat the steam drill in a 35 minute race. When time was called, the champion had drilled two holes seven feet deep, while the steam drill had only managed a single nine-foot hole.
     This epic performance soon became a poignant monument to man's last stand against the machine, for John Henry went home with a "queer feeling" in his head and died that night of a burst blood vessel. His martyrdom in laying down his life to show himself and others that he could beat a machine was immortalized in song and John Henry became one of the best-known characters of American folklore - a lone, tragic figure fighting a rear-guard action against the incursion of a new technology.
 
p.102 The art of defeating chess programs lies in creating positions where the program's evaluation function fails to account for the true relative values as perceived by a human chess master.

Enter supporting content here