LEADER 03734oam 2200673Ia 450 001 9910828510303321 005 20190503073350.0 010 $a0-262-25842-0 010 $a1-282-69474-X 010 $a9786612694745 010 $a0-262-25915-X 035 $a(CKB)1000000000806052 035 $a(EBL)3339050 035 $a(SSID)ssj0000120706 035 $a(PQKBManifestationID)11128699 035 $a(PQKBTitleCode)TC0000120706 035 $a(PQKBWorkID)10092826 035 $a(PQKB)10123520 035 $a(CaBNVSL)mat06267362 035 $a(IDAMS)0b000064818b4358 035 $a(IEEE)6267362 035 $a(OCoLC)460186796$z(OCoLC)646821585$z(OCoLC)743201408$z(OCoLC)764526215$z(OCoLC)804794754$z(OCoLC)816568711$z(OCoLC)826516980$z(OCoLC)904684727$z(OCoLC)961527388$z(OCoLC)962686899$z(OCoLC)990536826$z(OCoLC)1055338336$z(OCoLC)1065031183$z(OCoLC)1081180794 035 $a(OCoLC-P)460186796 035 $a(MaCbMITP)7925 035 $a(Au-PeEL)EBL3339050 035 $a(CaPaEBR)ebr10326194 035 $a(CaONFJC)MIL269474 035 $a(OCoLC)460186796 035 $a(MiAaPQ)EBC3339050 035 $a(PPN)258964685 035 $a(EXLCZ)991000000000806052 100 $a20091027d2009 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aChess Metaphors $eArtificial Intelligence and the Human Mind /$fDiego Rasskin-Gutman ; Translated by Deborah Klosky 210 $aCambridge, Mass. $cMIT Press$dİ2009 210 4$dİ2009 215 $a1 online resource (229 p.) 300 $aDescription based upon print version of record. 311 $a0-262-51749-3 311 $a0-262-18267-X 320 $aIncludes bibliographical references and index. 327 $aContents; 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 330 $aWhen 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. 606 $aChess$xPsychological aspects 610 $aCOMPUTER SCIENCE/Artificial Intelligence 615 0$aChess$xPsychological aspects. 676 $a794.101/9 686 $a08.36$2bcl 700 $aRasskin-Gutman$b Diego$01026024 801 0$bOCoLC-P 801 1$bOCoLC-P 906 $aBOOK 912 $a9910828510303321 996 $aChess Metaphors$94072473 997 $aUNINA