3 research outputs found

    Validation of machine-oriented strategies in chess endgames

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    This thesis is concerned with the validation of chess endgame strategies. It is also concerned with the synthesis of strategies that can be validated. A strategy for a given player is the specification of the move to be made by that player from any position that may occur. This move may be dependent on the previous moves of both sides. A strategy is said to be correct if following the strategy always leads to an outcome of at least the same game theoretic value as the starting position. We are not concerned with proving the correctness of programs that implement the strategies under consideration. We shall be working with knowledge-based programs which produce playing strategies, and assume that their concrete implementations (in POP2, PROLOG etc.) are correct. The synthesis approach taken attempts to use the large body of heuristic knowledge and theory, accumulated over the centuries by chessmasters, to find playing strategies. Our concern here is to produce structures for representing a chessmaster's knowledge wnich can be analysed within a game theoretic model. The validation approach taken is that a theory of the domain in the form of the game theoretic model of chess provides an objective measure of the strategy followed by a program. Our concern here is to analyse the structures created in the synthesis phase. This is an instance of a general problem, that of quantifying the performance of computing systems. In general to quantify the performance of a system we need,- A theory of the domain. - A specification of the problem to be solved. - Algorithms and/or domain-specific knowledge to be applied to solve the problem

    Human and Machine Representations of Knowledge

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    Four ex1st1ng Knowledge-representations for the computat1on of s1m1lar functions 1n a chess endgame were 1mplemented on the same computer 1n the same language. They are compared w1th respect to effic1ency regard1ng time-space requirements. Three of these programs were then paraphrased 1nto English and all four were studied for their feasibility as 'open book' advice texts for the human beginner in chess. A formally verified set of rules was also tested for its suitability as an advice text. The possible effectiveness of these advice texts in 'closed book' form is considered. The above experiments comprise a case study of a phenomenon known as the "human window". This phenomenon mot1vated an analysis of four documented instances of mismatch between human and machine representations. These are: Three Mile Island II Air Traffic Control, III NORAD Mil1tary Computer System, IV The Hoogoven Royal Dutch Steel automation failur
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