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Brute Force in Chess and Science

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Computers, Chess, and Cognition
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Abstract

It would be easy to imagine that at this 6th World Computer Chess Championship we shall learn more about how well today’s computer programs play chess. What we will actually learn is more restricted, although none-the-less interesting, namely: How well do today’s chess programs play against each other? Levy (1986a) has written:

One of the unique aspects of programming a computer to play chess is the fact that concrete methods exist for calibrating the success or failure of the program.

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  • This chapter is a revised and updated version of “Brute Force in Chess and Science,” Procs. COPS Conference, Edmonton, May 1989, pp. 82–111. Also, Journal of the International Computer Chess Association, vol 12, no. 3, pp. 127–143. It is reproduced here with the permission of the Canadian Information Processing Society and the International Computer Chess Association.

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© 1990 Springer-Verlag New York Inc.

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Michie, D. (1990). Brute Force in Chess and Science. In: Marsland, T.A., Schaeffer, J. (eds) Computers, Chess, and Cognition. Springer, New York, NY. https://doi.org/10.1007/978-1-4613-9080-0_15

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  • DOI: https://doi.org/10.1007/978-1-4613-9080-0_15

  • Publisher Name: Springer, New York, NY

  • Print ISBN: 978-1-4613-9082-4

  • Online ISBN: 978-1-4613-9080-0

  • eBook Packages: Springer Book Archive

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