By David B. Fogel
Blondie24 tells the tale of a working laptop or computer that taught itself to play checkers much better than its creators ever may through the use of a application that emulated the fundamental ideas of Darwinian evolution--random edition and typical selection-- to find by itself easy methods to excel on the video game. not like Deep Blue, the prestigious chess computing device that beat Garry Kasparov, the previous global champion chess participant, this evolutionary software did not have entry to thoughts hired by means of human grand masters, or to databases of strikes for the endgame strikes, or to different human services in regards to the online game of chekers. With basically the main rudimentary info programmed into its "brain," Blondie24 (the program's net username) created its personal technique of comparing the complicated, altering styles of items that make up a checkers online game through evolving synthetic neural networks---mathematical versions that loosely describe how a mind works.It's becoming that Blondie24 may still seem in 2001, the yr once we have in mind Arthur C. Clarke's prediction that in the future we'd reach making a considering computing device. during this compelling narrative, David Fogel, writer and co-creator of Blondie24, describes in convincing element how evolutionary computation can help to deliver us towards Clarke's imaginative and prescient of HAL. alongside the best way, he supplies readers an inside of look at the interesting background of AI and poses provocative questions on its destiny. * Brings essentially the most intriguing parts of AI examine to existence by way of following the tale of Blondie24's improvement within the lab via her evolution into an expert-rated checkers participant, in keeping with her amazing luck in net competition.* Explains the rules of evolutionary computation, easily and clearly.* provides complicated fabric in an attractive sort for readers without heritage in laptop technology or synthetic intelligence.* Examines foundational matters surrounding the production of a pondering machine.* Debates even if the well-known Turing try quite assessments for intelligence.* demanding situations deeply entrenched myths concerning the successes and implication of a few recognized AI experiments * exhibits Blondie's strikes with checkerboard diagrams that readers can simply stick with.
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Extra resources for Blondie24: Playing at the Edge of AI (The Morgan Kaufmann Series in Artificial Intelligence)
The odds are that your opponent, who is four hundred points better than you, is going to win the match. The rating system is built so that someone who is four hundred points better should win about 9o percent of the time. The formulas reward you for winning and penalize you for losing, but they do so in proportion to the presumed likelihood that you were going to win. Your rating will simultaneously fall about three points. But if you're fortunate enough to win the match, your rating will increase twenty-nine points, and 24 S E T T I N G T H E STAGE your opponent's rating will plummet by the same amount.
Even Deep Blue works on the same principles. The differences between Deep Blue and Shannon's prescription lie mainly in the specific components of Deep Blue's evaluation function and the incredible speed of its hardware. As we'll see later in the chapter, the speed of Deep Blue's machinery is really the primary factor in its success. ~ 2 $ The Precursors to Deep Blue The progression of programs that led to Deep Blue began shortly after Shannon's seminal contribution in 195 o. Turing wrote one of the first algorithms for actually playing chess, which he published in 1953.
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Blondie24: Playing at the Edge of AI (The Morgan Kaufmann Series in Artificial Intelligence) by David B. Fogel