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REALIZATION OF A GENERAL GAME-PLAYING PROGRAM

Classics

We study some aspects of a general game-playing program. Such a program receives as data the rules of a game: an algorithm enumerating the moves and an algorithm indicating how to win. The program associates to each move the conditions necessary for this move to occur. It must find how to avoid a dangerous move. We describe the part of the program playing the combinatorial game in order to win: how it can find the moves which lead to victory and what are the only opponent's moves with which he does not lose. This program has been tried with various games: chess, tic-tac-too, etc.INFORMATION PROCESSING 68 - NORTH-HOLLAND PUBLISHING COMPANY - AMSTERDAM


Pictorial relationships -- a syntactic approach

Classics

In Meltzer, Bernard and Donald Michie (Eds.), Machine Intelligence 4. Edinburgh University Press.





Some philosophical problems from the standpoint of artificial intelligence

Classics

"A computer program capable of acting intelligently in the world must have a general representation of the world in terms of which its inputs are interpreted. Designing such a program requires commitments about what knowledge is and how it is obtained. Thus, some of the major traditional problems of philosophy arise in artificial intelligence.More specifically, we want a computer program that decides what to do by inferring in a formal language that a certain strategy will achieve its assigned goal. This requires formalizing concepts of causality, ability, and knowledge. Such formalisms are also considered in philosophical logic." - from the Introduction reprinted in Matthew Ginsberg (ed.), Readings in Nonmonotonic Reasoning, pp. 26-45, San Francisco: Morgan Kaufmann Publishers, Inc., 1987.Stanford web version. D. Michie and B. Meltzer (Eds.), Machine intelligence 4 - Edinburgh: Edinburgh University Press, 463-502