One Jump Ahead: Challenging Human Supremacy in Checkers

Springer Science & Business Media
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Why did I write this book? I'm still not sure. After all, I'm a researcher, which means I think I know how to write technical papers. But writing for a n- technical audience is something I know nothing about. It took a lot of effort before I could force myself to sit down to write the first word. Once I did, however, it was hard not to stop! When I started this project, I didn't know that I had a lot to say and, in some sense, the results show this. The book is much longer than I even imagined it would be. Worse yet is that there is a lot of material that I decided not to include. It's a good thing that the publishers decided to limit how long the book could be! However, after much soul searching, I think I now know the reasons why I wrote this book. First and foremost, this book tells an interesting story. It's about the life of a checkers-playing computer program, Chinook, from its creation in 1989 to its retirement in 1996. In reality the story revolves around two people with different views of the program. As the creator of Chinook, I wanted to push the program to become the best player in the world, in much the same way that a father might encourage his son to excel at sports.
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Additional Information

Publisher
Springer Science & Business Media
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Published on
Mar 9, 2013
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Pages
496
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ISBN
9781475727333
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Best For
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Language
English
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Genres
Computers / Computer Science
Computers / Information Technology
Computers / Mathematical & Statistical Software
Computers / Programming / General
Mathematics / Discrete Mathematics
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Content Protection
This content is DRM protected.
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Jonathan Schaeffer
The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu,Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton,Alberta,Canada),July25–27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Post’s Correspondence Problem).
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