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REPRESENTATION OF EXPERTS' KNOWLEDGE IN A SUBDOMAIN OF CHESS INTELLIGENCE

机译:代表国际象棋情报子地区专家知识

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This paper considers how to represent rule knowledge in a chess-endgame procedure. The procedure, to he used jointly with depth - first searching, deals with the King, Bishop and Knight versus King (KBNK) endgame; the rules derive from theory books, discussions with (grand)masters and the author's experience. The knowledge about rules is structured: partitioning in to patterned equivalence classes (Bramer, 1975, 1977) is extended so as to make the procedure actsimilarly to a human expert, who, in the KBNK domain, prefers to be guided by patterns rather than by exploring move sequences in depth. The procedure, applied by incorporation in PION, achess - playing program, has been tested and commented upon by Averbach and others and has proved to execute correct mates in all cases submitted. It is concluded that, within its domain, its level is that of a chess expert though no proof is available that its play is optimal. KBNK has been solved constructively by a supplement ary data-base approach, establishing it as a 3 3- move game in the maximin sense. This result, as well as some others presented here, are new to the theory of chess. The research reported may well lead to improving experts' play.
机译:本文考虑如何在国际象棋终端名过程中表示规则知识。该程序,与深度使用的,涉及首先搜索,涉及国王,主教和骑士与王(KBNK)的exgame;规则从理论书籍中获得,与(宏大)主人和作者的经历讨论。关于规则的知识是结构化:延长了图案化等价类别的分区(Bramer,1975,1977),以使程序对人类专家进行激活,谁在KBNK领域,更喜欢被模式引导而不是通过深入探索移动序列。 Averbach和其他人在竞赛中申请的程序(Achess-Play)申请的程序已经过测试和评论,并证明已在提交的所有案件中执行正确的伴侣。结论是,在其域名内,其水平是国际象棋专家的水平,尽管它的戏剧是最佳的。 KBNK已通过补充ary数据库方法建设性地解决,将其作为3举行的游戏在最大程度上建立。此结果以及这里呈现的其他一些结果是国际象棋理论的新手。报告的研究可能会导致改善专家的戏剧。

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