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Computer Chess Compendium (Levy, 1988)
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The Case for Using Probabilistic Knowledge in a Computer Chess Program (John L. Jerz)
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The remarkable increase in strength of chess computers over the last ten years has resulted in a flood of books and articles on programming methods and new approaches to analysing positions. All important articles on the subject have now been collected together in one volume together with the best games by chess computers including the World Computer Championships. Every article has been transliterated into algebraic notation and an extensive bibliography provides scope for further research. This book will appeal to all chess players and computer enthusiasts, particularly those interested in artificial intelligence. David Levy is one of the world's leading authorities on computer chess and is author of Chess and Computers, More Chess and Computers and the Chess Computer Handbook. He is an International Master of the World Chess Federation and President of the International Computer Chess Association. David Levy's earlier introduction to computer chess was well-received by reviewers: " ...the best (book on the subject) is probably David Levy's The Chess Computer Handbook... " -Harry Golombek The Times
 
"As a computer layman, I found David Levy's account fascinating." -Craig Pritchett, Glasgow Herald
 
[JLJ - a collection of early papers on computer chess.]

[Alan Turing]
p.14 If one can explain quite unambiguously in English, with the aid of mathematical symbols if required, how a calculation is to be done, then it is always possible to programme any digital computer to do that calculation, provided the storage capacity is adequate.
 
p.15 One does not follow all the continuations of play, but one follows some of them. One does not follow them until the end of the game, but one follows them a move or two, perhaps more. Eventually a position seems, rightly or wrongly, too bad to be worth further consideration, or (less frequently) too good to hesitate longer over.
 
p.16 Note that no "analysis" is involved in position-play evaluation. This is to reduce the amount of work done on deciding the move.
 
p.17 If I were to sum up the weakness of the above system in a few words I would describe it as a caricature of my own play. It was in fact based on an introspective analysis of my thought processes when playing, with considerable simplifications.
 
p.17 one can see that it would be quite possible to programme the machine to try out variations in its method of play (e.g. variations in piece value) and adopt the one giving the most satisfactory results.
 
[Alan Newell]
p.18 The modern general-purpose computer can be characterized as the embodiment of a three-point philosophy: (1) There shall exist a way of computing anything computable; (2) The computer shall be so fast that it does not matter how complicated the way is; and (3) Man shall be so intelligent that he will be able to discern the way and instruct the computer.
 
[A.D. de Groot]
p.171 Calculating a variant and working out a plan are, in fact, operations which in any experienced chess player are completely controlled by routine. These operations, envisaging a position included, are executed so often in practice that the process runs almost automatically
 
p.171 Which factors determine the order in which possibilities or variants are to be investigated? [JLJ - a great question.]
 
p.172 In general, priority rules are sensible and understandable. Thus, in most situations the investigation of calmer moves which maintain the tensions and the status quo is not economical until it is known that there is no immediate advantage to be gained of threat to be parried.
 
p.173 As always, when we talk about "seeing" in chess, it is the perception of the relations between the visible objects and not the perception of the objects (board and pieces) themselves. [JLJ - another great idea]
 
[Herbert Simon and William Chase]
p.175 The MATER theory is an application to the chess environment of a more general theory of problem solving that employs heuristic search as its core element (Newell el at, 1972). The MATER theory postulates that problem solving in the chess environment, as in other well-structured task environments, involves a highly selective heuristic search through a vast maze of possibilities. Normally, when a chess player is trying to select his next move, he is faced with an exponential explosion of alternatives... The MATER theory postulates that humans don't consider moves at random. Rather, they use information from a position and apply some general rules (heuristics) to select a small subset of the legal moves for further consideration.
 
p.176 a theory of problem solving in chess that does not include perceptual processes cannot be an adequate theory - cannot explain the superior ability of the strong player to choose the right moves.
 
p.177 the Russian experiments confirm the existence of an initial "perceptual phase," earlier hypothesized by de Groot, during which the players first learn the structural patterns of the pieces before they begin to look for a good move in the "search phase" of the problem-solving process.
 
[G.W. Baylor and H.A. Simon]
p.211 This ends what might be called the "static" perceptual relations on the chess-board. What follows is a bundle of basic routines what attempts to provide "dynamic" perceptual relations to the program.

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