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The chess machine: an example of dealing with a complex task by adaptation

Published: 01 March 1955 Publication History

Abstract

The modern general-purpose computer can be characterized as the embodiment of a three-point philosophy: (1) There shall exist a way of computing anything computable; (2) The computer shall be so fast that it does not matter how complicated the way is; and (3) Man shall be so intelligent that he will be able to discern the way and instruct the computer.

References

[1]
fr1 C. E. Shannon, "Programming a computer for playing chess," Phil. Mag., vol. 41, pp. 256-275; March, 1950.
[2]
fr2 M. Weinberg, "Mechanism in neurosis," Amer. Scientist, vol. 39, pp. 74-98; January, 1951.
[3]
fr3 P. I. Richards, "On game learning machines," Scientific Mon., vol. 74, pp. 201-205; April, 1952.
[4]
fr4 C. S. Strachey, "Logical or nonmathematical programmes," Proc. Ass. Computing Machinery, pp. 46-49; September, 1952.
[5]
fr5 J. von Neumann and O. Morgenstern, "Theory of Games and Economic Behavior," 2nd Ed., Princeton University Press, Princeton, N. J.; 1947.
[6]
fr6 R. Carnap, "Logical syntax of language," Harcourt, Brace, and Co., New York; 1937.

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cover image ACM Conferences
AFIPS '55 (Western): Proceedings of the March 1-3, 1955, western joint computer conference
March 1955
147 pages
ISBN:9781450378567
DOI:10.1145/1455292
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Published: 01 March 1955

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