By Jonathan Schaeffer
The new version of this remarkable booklet depicts the production of the realm champion checkers desktop software, Chinook. in just years, Chinook had turn into a valuable opponent to the realm champion, and inside of 4 years had defeated the entire world's best human avid gamers. Jonathan Schaeffer, the originator and chief of the Chinook staff, information the errors and technical difficulties made and the teachings discovered within the non-stop attempt to enhance Chinook's functionality, revealing the human issue in the back of the program’s layout. the improvement of Chinook starts off in 1988 as an blameless query requested over lunch and is to the ultimate fit opposed to then global champion, Marion Tinsley, and eventually to its contemporary triumph, fixing checkers. Schaeffer’s unwaveringly sincere narrative gains new anecdotes, up-to-date fabric and know-how descriptions, and extra photographs and figures, offering an engrossing account of an obsessive quest to accomplish perfection in machine checkers.
Jonathan Schaeffer is a professor of Computing technological know-how on the collage of Alberta. His examine pursuits are in synthetic intelligence, and he's popular for utilizing video games to illustrate his rules. He has accomplished luck development high-performance courses for chess, checkers and poker. this present day, so much of his study attempt is dedicated to addressing the demanding difficulties of the economic video games industry.
"In his certain voice, Jonathan Schaeffer describes the ups and downs of a learn undertaking the place the last word aim is perfection. And Schaeffer is brutally sincere approximately his mess ups to stay as much as this regular. while he eventually succeeds at his eighteen-year quest, the reader can not help yet proportion the sentiments of the moment."
-- Murray S. Campbell, member of IBM's Deep Blue Supercomputer improvement team
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Additional info for One Jump Ahead: Computer Perfection at Checkers
Norm gave us some rather simple-looking positions that T HE B EAST couldn’t solve. The solutions seemed unreasonably long—fifty moves or more. To me it seemed unlikely that these types of positions would arise in real games; Norm assured me that they did. From my chess experience, forcing move sequences (or combinations) greater than ten moves were infrequent, and yet Norm was asking me to believe in fiftymove winning sequences. Probably Norm didn’t understand what a computer could do when it analyzed every possibility thirteen moves ahead.
The games were to be played on the afternoon of Sunday, July 29, 1989. He asked what the name of the program was. Embarrassed, I said it had no name; I couldn’t very well tell him it was called T HE B EAST. Thompson won the toss of the coin and played first. He verbally relayed the moves over the phone to me, and I dutifully typed them into the computer. When our program moved, I told Thompson the move. He had a board in front of him, played the move, and then would begin to think. Ed Thompson didn’t have the patience for slow games anymore.
The governing body of chess changed the rules to allow one hundred moves a side in this endgame. Since 3 Valuable Lessons 39 a) White to move wins. b) Black to move loses. c) White to move wins. d) White to move wins. Fig. 1 Building an endgame database. this is a difficult ending to defend against, and the few cases in which more than fifty moves are required are extremely rare, there were howls of protests from the players. 1 The chess world was happy again, but there is a potential disaster waiting to happen.