Chess-Playing Programs and the Problem of Complexity
By Allen Newell, J. Shaw, Herbert A. Simon. 1958
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Jeff Rollason
- Hervé Luga
- Stéphane Sanchez
- Yves Duthen
- Nicolas Lassabe
- H. Iida
- M. Sakuta
- Tomoyuki Kaneko
Citations in the corpus
- Genetically programmed strategies for chess endgame (2006, methodology): “One year later, he discovered the alpha-beta pruning algorithm for chess [13].”
- Computer shogi (2002, background): “A selective move generator would identify a sub-set of plausible moves using domain-specific knowledge [6,10,50]; the remaining moves would be discarded.”
- Microsoft (2019, unknown): “Despite some early misgivings (Selfridge 1956) back when chess playing programs had search trees only two deep (Newell et al. 1958), our modern chess programs completely rely on deep search trees and play chess not at all like humans.”