Computers, Chess and Long-Range Planning by M. M. Botvinnik (auth.)

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By M. M. Botvinnik (auth.)

Mihail Moiseevich Botvinnik is an electric engineer by way of occupation; in the course of global warfare II he headed a high-tension laboratory within the Urals and used to be adorned by means of the USSR for his accomplishments. at this time, he's the top of the alternating-current computer laboratory on the Moscow Institute of strength Engineering. he's additionally a world-renowned chess participant. He used to be born in 1911, and by means of 1935 had turn into a Grandmaster of Soviet chess. In 1948 he received the area chess championship and held the name till 1963 (except for a two-year break). His chess sort has been characterised as deep, aim, severe, and brave. during this ebook, the standard of his considering is printed in his research of the fundamental notion strategies of grasp chess avid gamers, and his aid of those tactics to mathematical shape. This formalization of idea methods is a contribution to technology at 3 degrees: on the quick point, it offers a foundation for a working laptop or computer application that turns out more likely to achieve enjoying chess; on the center point, game-playing courses aid us to check and rationalize the methods of making plans and decision-making; and, on the optimum point, the examine of the brain in motion, as within the online game of chess, results in an figuring out of human suggestion and of the human psyche.

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The maximal horizon is defined by the capabilities of the apparatus at work within the player, whether the player be man or machine. A simile may help to clarify this notion of the horizon and its determinants. Let us suppose that a parachute-jumper has come down in a bog and wants to get onto solid ground. The bog is wide; its edges are hundreds of yards away. How does our hero proceed, if he cannot find a clear path from where he is to where he wants to be? He cannot take in the whole plot at one coup and pick out the entire path ...

An Experiment 49 We therefore consider 1. Q:a3 (see the position in Fig. 27). Fig. 27. Position after move 1 ... Q: a3. The possibilities are 2. Qc7, 2. Qd6, 2. Q:f6, 2. Ktf5, and 2. Kth5. We shall look at 2. Kth5 (see Fig. 28). Fig. 28. Position after the move 2. KthS. 50 Botvinnik Black has one answer: 2 ... gh (see Fig. 29). White continues to play in accordance with the three-haIf-move map and Black has only the forced answers: 3. Qg5 Kf8 (or Kh8) 4. Q:f6 Kg8 (see Fig. 30). Fig. 29. Position after the move 2 ...

42 Botvinnik The expression l(eS) refers to the value of the function [=1 at eS in the attack paths. Since the play is for one half-move, all the functions of the a-squares in the attack paths are equal to I, and there are no retreat paths. The scan is carried out over only those moves which occur in the map, that is, the paths over which the pieces are displaced. There are only two such moves: (1) 1. Q:f6 and (2) 1. Q:bS. We shall look at these possibilities in turn. (1) 1. Qe5:f6 Properly speaking, here we must again define all the captures possible in one half-move, which lets us take account of changes, and continue the analysis of the mathematical map.

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