1.

Record Nr.

UNINA9910778555103321

Autore

Rasskin-Gutman Diego

Titolo

Chess Metaphors : Artificial Intelligence and the Human Mind / / Diego Rasskin-Gutman ; Translated by Deborah Klosky

Pubbl/distr/stampa

Cambridge, Mass., : MIT Press, ©2009

©2009

ISBN

0-262-25842-0

1-282-69474-X

9786612694745

0-262-25915-X

Descrizione fisica

1 online resource (229 p.)

Classificazione

08.36

Disciplina

794.101/9

Soggetti

Chess - Psychological aspects

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

Contents; Foreword; Preface; 1 The Human Brain: Metaphor Maker; 2 The Human Mind: Metaphor of the World; 3 Artificial Intelligence: Silicon Metaphors; 4 The Complete Metaphor: Chess and Problem Solving; 5 Chess Metaphors: Searches and Heuristics; Appendixes; A The Rudiments of Chess; B Chess Programs and Other Tools; Bibliography; Index

Sommario/riassunto

When we play the ancient and noble game of chess, we grapple with ideas about honesty, deceitfulness, bravery, fear, aggression, beauty, and creativity, which echo (or allow us to depart from) the attitudes we take in our daily lives. Chess is an activity in which we deploy almost all our available cognitive resources; therefore, it makes an ideal laboratory for investigation into the workings of the mind. Indeed, research into artificial intelligence (AI) has used chess as a model for intelligent behavior since the 1950s. In Chess Metaphors, Diego Rasskin-Gutman explores fundamental questions about memory, thought, emotion, consciousness, and other cognitive processes through the game of chess, using the moves of thirty-two pieces over sixty-four squares to map the structural and functional organization of the brain. Rasskin-Gutman focuses on the cognitive task of problem



solving, exploring it from the perspectives of both biology and AI. Examining AI researchers' efforts to program a computer that could beat a flesh-and-blood grandmaster (and win a world chess championship), he finds that the results fall short when compared to the truly creative nature of the human mind.