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102
reveal more of themselves to it than they are to its human counterparts. Though this
may give an impression that the computer has some understanding, in fact it has
none, and is merely following some fairly simple mechanical rules.
5. Chess-playing computers probably provide the best examples of machines
exhibiting what might be thought of as “intelligent behaviour”. In fact, some
machines have now reached an extremely respectable level of performance in relation
to human players approaching that of 'International Master'. (These computers'
ratings would be a little below 2300, where, for comparison, Kasparov, the world
champion, has a rating greater than 2700.) In particular, a computer program by Dan
and Kathe Spracklen has achieved a rating of 2110 and has now been awarded the
'Master' title. Even more impressive is 'Deep Thought' which has a rating of about
2500
and recently achieved the remarkable feat of sharing first prize (with
Grandmaster Tony Miles) in a chess tournament (in California, 1988) actually
defeating a Grandmaster (Bent Larsen) for the first time! Chess computers now also
excel at solving chess problems, and can easily outstrip humans at this endeavour.
6. Chess-playing machines rely a lot on 'book knowledge' in addition to accurate
calculational power. It is worth remarking that chess-playing machines far better on
the whole, relative to a comparable human player, when it is required that the moves
are made very quickly; the human players perform relatively better in relation to the
machines when a good measure of time is allowed for each move. The computer's
decisions are made on the basis of precise and rapid extended computations, whereas
the human player takes advantage of 'judgements', that rely upon comparatively slow
conscious assessments. These human judgements serve to cut down drastically the
number of serious possibilities that need be considered at each stage of calculation,
and much greater depth can be achieved in the analysis, when the time is available,
than in the machine's simply calculating and directly eliminating possibilities,
without using such judgements.
Task 2. Define the number of blocks where you can find information about:
a) the program simulating a psychotherapist;
b) the results of active groups working on AI;
c) the differences in chess-playing strategy between chess-playing computers and
humans;
d) the main directions that are of interest as to the results of AI development;
e) the impressive success with chess-playing machines;
f) the attempts to construct the first robot;
g) the score of the last chess match “Computer-Kasparov”.
Task 3. Write the précis of the text “Artificial Intelligence” (Parts I and II).
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