Summary of Oliver Roeder s Seven Games
29 pages
English

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29 pages
English

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Description

Please note: This is a companion version & not the original book.
Sample Book Insights:
#1 In 1990, Jonathan Schaeffer, a book collector, was going to dissect the moves made in 732 checkers games by Marion Tinsley, the greatest human checkers player ever. He was going to search for some hidden checkers secrets.
#2 Checkers, the game Tinsley was playing, is a human invention that has been around for thousands of years. It is a friendly combat and an amusement for its own sake.
#3 Marion Tinsley was a precocious student who excelled at math and memorized poems. He skipped four of the first eight grades. He was enrolled at Ohio State University, and he had visions of beating Mrs. Kershaw, the boarder who played checkers with him and his family.
#4 Tinsley’s mother was religious, and he became a minister at a church. He also became a volunteer part-time minister at the Church of Christ, produced a biblical radio program, and taught the Book of Revelation in a weekly class.

Sujets

Informations

Publié par
Date de parution 20 mars 2022
Nombre de lectures 0
EAN13 9781669355410
Langue English
Poids de l'ouvrage 1 Mo

Informations légales : prix de location à la page 0,0000€. Cette information est donnée uniquement à titre indicatif conformément à la législation en vigueur.

Extrait

Insights on Oliver Roeder's Seven Games
Contents Insights from Chapter 1 Insights from Chapter 2 Insights from Chapter 3 Insights from Chapter 4 Insights from Chapter 5 Insights from Chapter 6 Insights from Chapter 7
Insights from Chapter 1



#1

In 1990, Jonathan Schaeffer, a book collector, was going to dissect the moves made in 732 checkers games by Marion Tinsley, the greatest human checkers player ever. He was going to search for some hidden checkers secrets.

#2

Checkers, the game Tinsley was playing, is a human invention that has been around for thousands of years. It is a friendly combat and an amusement for its own sake.

#3

Marion Tinsley was a precocious student who excelled at math and memorized poems. He skipped four of the first eight grades. He was enrolled at Ohio State University, and he had visions of beating Mrs. Kershaw, the boarder who played checkers with him and his family.

#4

Tinsley’s mother was religious, and he became a minister at a church. He also became a volunteer part-time minister at the Church of Christ, produced a biblical radio program, and taught the Book of Revelation in a weekly class.

#5

Tinsley was a checkers master who lived with his mother in a house south of Tallahassee. He never married or had children, and he put himself through college playing checkers exhibitions for fifty dollars apiece.

#6

The computer program that defeated Nealey was an achievement and a watershed. It was the first computer program that ever learned. In its August 1964 issue, Popular Mechanics ran a photo of an IBM engineer named Arthur Samuel examining a 150-foot-long roll of paper printed out by the IBM 7094. It was a list of instructions for Samuel’s checkers-playing program.

#7

computers can play games, but they don’t have intuition like humans do. They can climb all over the place like a colony of ants, and they collect calculations at each point on the tree that they happen to arrive.

#8

The motivation of a computer scientist developing a game-playing AI is not dissimilar to that of a parent spending time and energy raising a child. It is an act of creation.

#9

Schaeffer, born in Toronto in 1957, grew up playing games. He became interested in checkers when he realized he could win. He built a machine that could climb the tree of checkers better than any human alive.

#10

The first Computer Olympiad was held in London in 1990, and Chinook won the gold medal in the checkers division. It was easy at first to predict the correct endgame plays ahead of time and implement them into Chinook, but it became harder as the number of pieces increased.

#11

Schaeffer needed to teach Chinook to do what the top human players could do through intuition and study. He had meticulously entered opening moves into his computer from a seven-volume checkers book. The four-piece endgames had been finished just in time for the London tournament in 1989.

#12

The first three moves of a typical competitive game are determined randomly by drawing a card from a predetermined deck of opening moves. Checkers openings come with colorful names: the White Doctor, the Octopus, the Skull Cracker, the Rattlesnake, the Rattlesnake II.

#13

In the summer of 1990, Chinook, a computer program, won the right to challenge Tinsley for the world checkers championship. The truest test of its checkers program was the great Marion Tinsley.

#14

In 1991, a former student of Schaeffer’s heard about Chinook and offered to help. The alumnus worked at Lawrence Livermore National Laboratory, fifty miles east of San Francisco. He used the computer to help design a tool that could compete with Tinsley.

#15

In the summer of 1992, Chinook was equipped with all of the endgames up to seven pieces, as well as a big chunk of the eight-piece database. It was running in parallel on eight processors in a refrigerator-sized machine.

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