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Analysis of the alpha-beta pruning algorithm
Fuller, S. H., Gaschnig, J. G., Gillogly, J. J.
Dept. of Computer Science, Carnegie-Mellon University. "Many game-playing programs must search very large game trees. Use of the alpha-beta pruning algorithm instead of the simple minimax search reduces by a large factor the number of bottom positions which must be examined in the search. An analytical expression for the expected number of bottom positions examined in a game tree using alpha-beta pruning is derived, subject to the assumptions that the branching factor N and the depth D of the tree are arbitrary but fixed, and the bottom positions are a random permutation of ND unique values. A simple approximation to the growth rate of the expected number of bottom positions examined is suggested, based on a Monte Carlo simulation for large values of N and D. The behavior of the model is compared with the behavior of the alpha-beta algorithm in a chess playing program and the effects of correlation and non-unique bottom position values in real game trees are examined."
The proper treatment of quantification in ordinary English
The aim of this paper is to present in a rigorous way the syntax and semantics of a certain fragment of a certain dialect of English. Patrick Suppes claims, in a paper prepared for the present workshop [the 1970 Stanford Workshop on Grammar and Semantics], that at the present time the semantics of natural languages are less satisfactorily formulated than the grammars ¼ [and] a complete grammar for any significant fragment of natural language is yet to be written.'' This claim would of course be accurate if restricted in its application to the attempts emanating from the Massachusetts Institute of Technology, but fails to take into account the syntactic and semantic treatments proposed in Montague (1970a, b). Thus the present paper cannot claim to present the first complete syntax (or grammar, in Suppes' terminology) and semantics for a significant fragment of natural language; and it is perhaps not inappropriate to sketch relations between the earlier proposals and the one given below. Montague (1970b) contains a general theory of languages, their interpretations, and the inducing of interpretations by translation.
Teaching Children Thinking
The phrase "technology and education" usually means inventing new gadgets to teach the same old stuff in a thinly disguised version of the same old way. Moreover, if the gadgets are computers, the same old teaching becomes incredibly more expensive and biased towards its dullest parts, namely the kind of rote learning in which measurable results can be obtained by treating the children like pigeons in a Skinner box. The purpose of this essay is to present a grander vision of an educational system in which technology is used not in the form of machines for processing children but as something the child himself will earn to manipulate, to extend, to apply to projects, thereby gaining a greater and more articulate mastery of the world, a sense of the power of applied knowledge and a self-confidently realistic image of himself as an intellectual agent. Stated more simply, I believe with Dewey, Montessori, and Piaget that children learn by doing and by thinking about what they do. And so the fundamental ingredients of educational innovation must be better things to do and better ways to think about oneself doing these things.
Generating Semantic Descriptions from Drawings of Scenes with Shadows
The research reported here concerns the principles used to automatically generate three-dimensional representations from line drawings of scenes. The computer programs involved look at scenes which consist of polyhedra and which may contain shadows and various kinds of coincidentally aligned scene features. Each generated description includes information about edge shape (convex, concave, occluding, shadow, etc.), about the type of illumination for each region (illuminated, projected shadow, or oriented away from the light source), and about the spacial orientation of regions. The methods used are based on the labeling schemes of Huffman and Clowes; this research provides a considerable extension to their work and also gives theoretical explanations to the heuristic scene analysis work of Guzman, Winston, and others. A condensed version appears in Patrick Winston (ed.), The Psychology of Computer Vision, pp. 19{91, New York: McGraw-Hill, 1975. Direct link to . MIT AI Lab Technical Report No AITR-271, November 1