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Deep Blue, Softcover reprint of the original 1st ed. 2003 An Artificial Intelligence Milestone

Langue : Anglais

Auteur :

Préfacier : Lieserson C.

Couverture de l’ouvrage Deep Blue
s a competitor of the Deep Blue team, I had mixed emotions as I A watched their chess-playing machine defeat World Chess Cham­ pion Garry Kasparov during their 1997 Rematch. On the one hand, it meant that our MIT program, *Socrates, would not be the first program to defeat a human World Chess Champion. On the other hand, I felt great admiration for the monumental engineering accomplishment that Deep Blue's victory represented, and proud for the small part that my own team had played in advancing computer-chess research. After over 50 years of concerted effort to produce a chess-playing machine capable of beating the best human, Deep Blue finally attained the goal that so many computer scientists had sought. In this entertaining and informative book, Monty Newborn chronicles the story of Deep Blue, from its origins as Chiptest at Carnegie Mellon University to its winning the Rematch as a top IBM research project. You do not have to be a chess player or a computer scientist to enjoy this marvelous tale of man and machine. Monty paints the characters of this drama in vivid colors, from the technical geniuses CB Hsu, Murray Camp­ bell, and Thomas Anantharaman to the visionary manager CJ Tan. As only an insider can, Monty recreates the excitement of the event, including the IBM marketing hype and the marvelous compendium of editorial cartoons.
1 Intellectual Equals.- 2 Testing the Water.- 3 Gaining Experience.- 4 Surviving Deep Cuts.- 5 From Cape May to Beijing.- 6 Philadelphia.- 7 Rematch Negotiations.- 8 A Faster and Smarter Deep Blue.- 9 Countdown to the Rematch.- 10 The Rematch — Game 1: Three Straight for Kasparov.- 11 The Rematch — Game 2: Internet Finds Break for Deep Blue.- 12 The Rematch — Games 3–5: Endgame Standoffs.- 13 The Rematch — Game 6: A Sacrifice and Surprising Patience.- 14 Deep Blue Is Triumphant.- 15 The Bottom Line.- 16 The Light Side of Deep Blue.- Appendices.- A Rules of Play for the Rematch.- B Algebraic Chess Notation.- C Games from Chapter 2.- D Games from Chapter 3.- E Games from Chapter 4.- F Games from Chapter 5.- G Games from the ACM Chess Challenge.- H Chess Program Strength, Search Depth, and Computer Speed.- I Practice Games Played by Deep Blue Junior in 1997.- J Games from the Rematch.- K Analysis of the Final Position of Game 2.- L Difficult Positions for Deep Blue from the Rematch.- M Deep Blue’s Printout of Game 6 of the Rematch.
Provides comprehensive and authoritative history of this milestone scientific project A unique presentation, based on conversations with team members, of Game 6 of the Rematch with Kasparov Explains what Deep Blue "saw" when it played several moves that Kasparov could not understand in Game 2 of the Rematch Written by a chess-playing computer scientist who concentrates on the technical side of the story Appendices include all of Deep Blue's games, as well as those played by the program's earlier versions

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Ouvrage de 348 p.

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