ICONCHESS:国际象棋midlegames的互动顾问

S. Lazzeri, R. Heller
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引用次数: 2

摘要

自从Shannon [Shannon 50]发表了他的国际象棋程序提案以来,大多数程序都遵循了蛮力方法来处理国际象棋,它依赖于搜索大量可能的国际象棋位置,以产生适合给定国际象棋位置的移动。多年来主导计算机国际象棋领域的程序,如[Marsland等人[1990]中描述的那些程序,主要依赖于基于快速搜索的算法和/或特殊用途的国际象棋硬件,而不是对知识的密集应用。一些系统使用基于知识的方法来处理国际象棋的位置。不幸的是,这些程序[Wilkins 80], [Pitrat 77]只能处理游戏中非常有限的子集。国际象棋教学的问题也很少被探讨。除了在一些商业象棋程序中发现的盒式教程之外,智能辅导系统UMRAO [Gadwal 90]和国际象棋大师的自然语言顾问虽然有限,但可能是应用人工智能(AI)技术进行国际象棋教学的最具代表性的例子。尽管在这个方向上的努力有限,但认知心理学研究表明,不同因素的重要性,如不精确模式识别[De Groot 78], [Newell等人72],以及人工智能技术(如基于案例的推理(CBR) [Schank 89])成功处理的高级知识[Cooke等人93],以及模糊逻辑在其他领域的学习环境创造中的重要性,[Schank等人94],[Edelson 92], [McNeill等人94]。ICONCHESS在一个学习环境中结合了这些技巧。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
ICONCHESS: An Interactive CONsultant for CHESS Middlegames
Ever since Shannon [Shannon 50] published his proposal for a chess playing program, most programs have followed the brute force approach to chess, which relies on searching a large number of possible chess positions in order to produce a move that is appropriate for a given chess position. Programs that have dominated the computer chess scene through the years, such as those described in [Marsland et al. 90], rely primarily on fast search-based algorithms and/or special purpose chess hardware rather than on an intensive application of knowledge. A few systems have used a knowledge-based approach to deal with chess positions. Unfortunately, these programs [Wilkins 80], [Pitrat 77] have been able to deal only with very limited subsets of the game. The problem of teaching chess has also been rarely explored. In addition to the canned tutorials found with several commercial chess programs, the intelligent tutoring system UMRAO [Gadwal 90], and the Chessmaster's natural language advisor, while limited, are perhaps the most representative examples of the application of artificial intelligence (AI) techniques for teaching chess. Despite the limited effort in this direction, cognitive psychology research suggests the importance of different factors, such as inexact pattern recognition [De Groot 78], [Newell et al. 72], and high-level knowledge [Cooke et al. 93] which have been successfully handled by AI techniques, such as case-based reasoning (CBR) [Schank 89], and fuzzy logic in the creation of learning environments in other fields, [Schank et al. 94], [Edelson 92], [McNeill et al. 94]. ICONCHESS combines some of these techniques in a learning environment for chess middlegames.
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