Industry
Automatic description and recognition of board patterns in Go-Moku
A series of computer programs have been written to play the board game Go-Moku. Go-Moku is played on a 19 x 19 square mesh. Player b(w) has a supply of black (white) pieces. The players take it in turns to play a piece on a mesh point. The winner is the first player to complete a 5-pattern, that is, to make up a (horizontal, vertical or diagonal) line of five and only five adjacent pieces of his colour.
Some Studies in Machine Learning Using the Game of Checkers, II - Recent Progress
A new signature table technique is described together with an improved book learning procedure which is thought to be much superior to the linear polynomial method described earlier. Full use is made of the so called รขยยalpha-betaรขยย pruning and several forms of forward pruning to restrict the spread of the move tree and to permit the program to look ahead to a much greater depth than it other- wise could do. While still unable to outplay checker masters, the programรขยยs playing ability has been greatly improved.See also:IEEE XploreAnnual Review in Automatic Programming, Volume 6, Part 1, 1969, Pages 1โ36Some Studies in Machine Learning Using the Game of CheckersIBM J of Research and Development ll, No.6, 1967,601
Alchemy and Artificial Intelligence
This report is part of the RAND Corporation Paper series. The paper was a product of the RAND Corporation from 1948 to 2003 that captured speeches, memorials, and derivative research, usually prepared on authors' own time and meant to be the scholarly or scientific contribution of individual authors to their professional fields. Papers were less formal than reports and did not require rigorous peer review. This document and trademark(s) contained herein are protected by law. This representation of RAND intellectual property is provided for noncommercial use only.
On the application of dynamic programming to the determination of optimal play in chess and checkers
One of the fundamental concepts in mathematics is that of transformation. The study of the unfolding over time of a physical process leads naturally to investigations of the effects of the repetition of a transformation, which is to say to the study of multistage processes. Much of classical and contemporary analysis stems from this source: iteration, ergodic theory, the theory of semigroups [1], the theory of branching processes [2], random transformations at fixed times and deterministic transformations at stochastic times [3, 4]. We wish to indicate still another direction of research, that of multistage decision processes. What happens when we allow a choice of the transformation to be employed at each time?
The Programming Language LISP
Berkeley, E. C. | Bobrow, D. G.
"Among the new languages for instructing computers is a remarkable one called LISP. The name comes from the first three letters of LIST and the first letter of PROCESSING. Not only is LISP a language for instructing computers but it is also a formal mathematical language, in the same way as elรซmentary algebra when rigorously defined and used is a formal mathematical language.The LISP language and its implementation on the IBM 7090 computer were worked out by a group including John McCarthy, Stephen B. Russell , Daniel J. Edwards, Paul W. Abrahams, Timothy P. Hart, Michael I. Levin, Marvin L. Minsky, and others.LISP is designed primarily for processing data consisting of lists of symbols. It has been used for symbolic calculations in differential and integral calculus, electrical circuit theory, mathematical logic , game playing, and other fields of intelligent handling of symbols."Information International, Inc, Cambridge, Mass.
Computers and Thought
E.A. Feigenbaum and J. Feldman (Eds.). Computers and Thought. McGraw-Hill, 1963. This collection includes twenty classic papers by such pioneers as A. M. Turing and Marvin Minsky who were behind the pivotal advances in artificially simulating human thought processes with computers. All Parts are available as downloadable pdf files; most individual chapters are also available separately. COMPUTING MACHINERY AND INTELLIGENCE. A. M. Turing. CHESS-PLAYING PROGRAMS AND THE PROBLEM OF COMPLEXITY. Allen Newell, J.C. Shaw and H.A. Simon. SOME STUDIES IN MACHINE LEARNING USING THE GAME OF CHECKERS. A. L. Samuel. EMPIRICAL EXPLORATIONS WITH THE LOGIC THEORY MACHINE: A CASE STUDY IN HEURISTICS. Allen Newell J.C. Shaw and H.A. Simon. REALIZATION OF A GEOMETRY-THEOREM PROVING MACHINE. H. Gelernter. EMPIRICAL EXPLORATIONS OF THE GEOMETRY-THEOREM PROVING MACHINE. H. Gelernter, J.R. Hansen, and D. W. Loveland. SUMMARY OF A HEURISTIC LINE BALANCING PROCEDURE. Fred M. Tonge. A HEURISTIC PROGRAM THAT SOLVES SYMBOLIC INTEGRATION PROBLEMS IN FRESHMAN CALCULUS. James R. Slagle. BASEBALL: AN AUTOMATIC QUESTION ANSWERER. Green, Bert F. Jr., Alice K. Wolf, Carol Chomsky, and Kenneth Laughery. INFERENTIAL MEMORY AS THE BASIS OF MACHINES WHICH UNDERSTAND NATURAL LANGUAGE. Robert K. Lindsay. PATTERN RECOGNITION BY MACHINE. Oliver G. Selfridge and Ulric Neisser. A PATTERN-RECOGNITION PROGRAM THAT GENERATES, EVALUATES, AND ADJUSTS ITS OWN OPERATORS. Leonard Uhr and Charles Vossler. GPS, A PROGRAM THAT SIMULATES HUMAN THOUGHT. Allen Newell and H.A. Simon. THE SIMULATION OF VERBAL LEARNING BEHAVIOR. Edward A. Feigenbaum. PROGRAMMING A MODEL OF HUMAN CONCEPT FORMULATION. Earl B. Hunt and Carl I. Hovland. SIMULATION OF BEHAVIOR IN THE BINARY CHOICE EXPERIMENT Julian Feldman. A MODEL OF THE TRUST INVESTMENT PROCESS. Geoffrey P. E. Clarkson. A COMPUTER MODEL OF ELEMENTARY SOCIAL BEHAVIOR. John T. Gullahorn and Jeanne E. Gullahorn. TOWARD INTELLIGENT MACHINES. Paul Armer. STEPS TOWARD ARTIFICIAL INTELLIGENCE. Marvin Minsky. A SELECTED DESCRIPTOR-INDEXED BIBLIOGRAPHY TO THE LITERATURE ON ARTIFICIAL INTELLIGENCE. Marvin Minsky.
LISP 1.5 Programmer's Manual
"The LISP language is designed primarily for symbolic data processing. It has been used for symbolic calculations in differential and integral calculus, electrical circuit theory, mathematical logic, game playing, and other fields of artificial intelligence.LISP is a formal mathematical language. It is therefore podsible to give a concise yet complete description of it. Such is the purpose of this first section of the manual. Other sections will describe ways of using LISP to advantage and will explain extensions of the language which make it a convenient programming system."The M.I.T. Press
Applied Dynamic Programming
Bellman, R. E. | Dreyfus, S. E.
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Analysis of a four-layer series-coupled perceptron
Block, H. D. | Knight, B. | Rosenblatt, F.
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A model of the trust investment process
The investment process is a problem in decision-making under uncertainty. Our model, written as a computer program, simulates the proce- dures used in choosing investment policies for particular accounts, in evaluating the alternatives presented by the market, and in selecting the required portfolios. The analysis is based on the operations at a medium-sized national bank 1 and the decision-maker of our model is the trust imvestment officer. From A Simulation of Trust Investment, Englewood Cliffs, N.J.: Prentice-Hall, 1961.