664 research outputs found
On the Impact of Information Technologies on Society: an Historical Perspective through the Game of Chess
The game of chess as always been viewed as an iconic representation of
intellectual prowess. Since the very beginning of computer science, the
challenge of being able to program a computer capable of playing chess and
beating humans has been alive and used both as a mark to measure
hardware/software progresses and as an ongoing programming challenge leading to
numerous discoveries. In the early days of computer science it was a topic for
specialists. But as computers were democratized, and the strength of chess
engines began to increase, chess players started to appropriate to themselves
these new tools. We show how these interactions between the world of chess and
information technologies have been herald of broader social impacts of
information technologies. The game of chess, and more broadly the world of
chess (chess players, literature, computer softwares and websites dedicated to
chess, etc.), turns out to be a surprisingly and particularly sharp indicator
of the changes induced in our everyday life by the information technologies.
Moreover, in the same way that chess is a modelization of war that captures the
raw features of strategic thinking, chess world can be seen as small society
making the study of the information technologies impact easier to analyze and
to grasp
On the Impact of Information Technologies on Society: an Historical Perspective through the Game of Chess
12 pages - ISSN: 2105-0422The game of chess has always been viewed as an iconic representation of intellectual prowess. Since the very beginning of computer science, the challenge of being able to program a computer to play chess, and to beat humans, has been alive and has been used both as a mark to measure hardware/software progresses and as an ongoing programming challenge leading to numerous discoveries. In the early days of computer science it was an affair of specialists. But as computers were democratized, and the strength of chess engines started to increase, chess players started to appropriate to themselves these new tools. We show how these interactions between the world of chess and information technologies have been herald of broader social impacts of information technologies. The game of chess, and more broadly the world of chess (chess players, literature, computer softwares and website dedicated to chess, etc.), turns out to be a surprisingly and particularly sharp indicator of the changes induced in our every day life by the information technologies. Moreover in the same way that chess is a modelization of war that captures the raw features of strategic thinking, chess world can be seen as small society making the study of the information technologies impact easier to analyse and to grasp
Spartan Daily, October 17, 1972
Volume 60, Issue 18https://scholarworks.sjsu.edu/spartandaily/5653/thumbnail.jp
Spartan Daily, April 3, 2007
Volume 128, Issue 34https://scholarworks.sjsu.edu/spartandaily/10348/thumbnail.jp
Spartan Daily, December 5, 1980
Volume 75, Issue 66https://scholarworks.sjsu.edu/spartandaily/6701/thumbnail.jp
Spartan Daily, January 9, 1973
Volume 60, Issue 59https://scholarworks.sjsu.edu/spartandaily/5694/thumbnail.jp
A comparison of penalty shootout designs in soccer
Penalty shootout in soccer is recognized to be unfair because the team kicking first in
all rounds enjoys a significant advantage. The so-called Catch-Up Rule has been suggested recently to solve this problem but is shown here not to be fairer than the simpler
deterministic Alternating (ABBA) Rule that has already been tried. We introduce the
Adjusted Catch-Up Rule by guaranteeing the first penalty of the possible sudden death
stage to the team disadvantaged in the first round. It outperforms the Catch-Up and
Alternating Rules, while remains straightforward to implement. A general measure of
complexity for penalty shootout mechanisms is also provided as the minimal number
of binary questions required to decide the first-mover in a given round without knowing the history of the penalty shootout. This quantification permits a two-dimensional
evaluation of any mechanism proposed in the future
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