A Gamut of Games

Schaeffer, Jonathan

AI Magazine 

In Shannon's time, it would have seemed Around this time, Arthur Samuel began work the capabilities of computational intelligence. By 1958, Alan Newell and Herb Simon the game world with the real world--the game had begun their investigations into chess, of life--where the rules often change, the which eventually led to fundamental results scope of the problem is almost limitless, and for AI and cognitive science (Newell, Shaw, and the participants interact in an infinite number Simon 1958). An impressive lineup to say the of ways. Games can be a microcosm of the real least! Indeed, one of the early goals of AI was to and chess programs could play at a build a program capable of defeating the level comparable to the human world champion. This These remarkable accomplishments are the challenge proved to be more difficult than was result of a better understanding of the anticipated; the AI literature is replete with problems being solved, major algorithmic optimistic predictions. It eventually took insights, and tremendous advances in hardware almost 50 years to complete the task--a technology. The work on computer remarkably short time when one considers the games has been one of the most successful and software and hardware advances needed to visible results of AI research. The results are truly of the progress in building a world-class amazing. Even though there is an exponential program for the game is given, along with a difference between the best case and the brief description of the strongest program. The histories are necessarily case (Plaat et al. 1996). Games reports the past successes where computers realizing the lineage of the ideas.

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