Please use this identifier to cite or link to this item: http://lib.hpu.edu.vn/handle/123456789/33387
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dc.contributor.authorRasskin-Gutman, Diegoen_US
dc.date.accessioned2020-08-03T08:48:17Z-
dc.date.available2020-08-03T08:48:17Z-
dc.date.issued2014en_US
dc.identifier.isbn978-0-262-18267-6en_US
dc.identifier.otherHPU2164199en_US
dc.identifier.urihttps://lib.hpu.edu.vn/handle/123456789/33387-
dc.description.abstractOne of the first goals of the pioneers of AI was to create a program that could play chess. The idea, somewhat naïve, or at least, simplistic, was that if chess is considered an entirely mental activity, the emulation of the game by means of an algorithm would implicitly mean the simulation of thought production. For Claude Shannon, the father of information theory, the development of a chess program was not in itself useful but did offer an enormous gain in understanding of the heuristic needed to solve problems. This gain would be translated into a surge in automatic systems for handling and manipulating data and for practical situations in the world. The evolution of artificial intelligence as a research field shows that this move has been made from research on systems like chess to expert systems that have been used on a multitude of occasions to improve and automate tasks (from medical diagnosis to weather forecasting, two clearly useful examples).en_US
dc.format.extent229p.en_US
dc.format.mimetypeapplication/pdf
dc.language.isoenen_US
dc.publisherMIT Pressen_US
dc.subjectChessen_US
dc.subjectArtificial Intelligenceen_US
dc.subjectHuman Minden_US
dc.titleChess Metaphors: Artificial Intelligence and the Human Minden_US
dc.typeBooken_US
dc.size4,53 MBen_US
dc.departmentSociologyen_US
Appears in Collections:Sociology

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