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Deep thinking : where machine intelligence ends and human creativity begins / Garry Kasparov ; with Mig Greengard.

By: Contributor(s): Publication details: New York : PublicAffairs, an imprint of Perseus Books, LLC, 2017.Edition: First editionDescription: vii, 287 pages : portrait ; 25 cmISBN:
  • 9781610397865
  • 161039786X
Subject(s): DDC classification:
  • 006.3 23
LOC classification:
  • GV1449.3 .K37 2017
Contents:
Machine generated contents note: One.The Brain Game -- Two.Rise of the Chess Machines -- Three.Human versus Machine -- Four.What Matters to a Machine? -- Five.What Makes a Mind -- Six.Into the Arena -- Seven.The Deep End -- Eight.Deeper Blue -- Nine.The Board Is in Flames! -- Ten.The Holy Grail -- Eleven.Human Plus Machine.
Summary: ARTIFICIAL INTELLIGENCE. In May 1997, the world watched as Garry Kasparov, the greatest chess player in the world, was defeated for the first time by the IBM supercomputer Deep Blue. It was a watershed moment in the history of technology: machine intelligence had arrived at the point where it could best human intellect. It wasn't a coincidence that Kasparov became the symbol of man's fight against the machines. Chess has long been the fulcrum in development of machine intelligence; the hoax automaton "The Turk" in the 18th century and Alan Turing's first chess program in 1952 were two early examples of the quest for machines to think like humans-a talent we measured by their ability to beat their creators at chess. As the preeminent chessmaster of the 80s and 90s, it was Kasparov's blessing and his curse to play against each generation's strongest computer champions, contributing to their development and advancing the field.
Holdings
Item type Home library Collection Call number Status Date due Barcode Item reserves
Book Melbourne Athenaeum Library Non-Fiction 006.3 KAS Available 066313
Total reserves: 0

"Garry Kasparov's 1997 chess match against the IBM supercomputer Deep Blue was a watershed moment in the history of technology. It was the dawn of a new era in artificial intelligence: a machine capable of beating the reigning human champion at the most cerebral game ... Kasparov reveals his astonishing side of the story for the first time"--Dust jacket flap.

Includes bibliographical references and index.

Machine generated contents note: One.The Brain Game -- Two.Rise of the Chess Machines -- Three.Human versus Machine -- Four.What Matters to a Machine? -- Five.What Makes a Mind -- Six.Into the Arena -- Seven.The Deep End -- Eight.Deeper Blue -- Nine.The Board Is in Flames! -- Ten.The Holy Grail -- Eleven.Human Plus Machine.

ARTIFICIAL INTELLIGENCE. In May 1997, the world watched as Garry Kasparov, the greatest chess player in the world, was defeated for the first time by the IBM supercomputer Deep Blue. It was a watershed moment in the history of technology: machine intelligence had arrived at the point where it could best human intellect. It wasn't a coincidence that Kasparov became the symbol of man's fight against the machines. Chess has long been the fulcrum in development of machine intelligence; the hoax automaton "The Turk" in the 18th century and Alan Turing's first chess program in 1952 were two early examples of the quest for machines to think like humans-a talent we measured by their ability to beat their creators at chess. As the preeminent chessmaster of the 80s and 90s, it was Kasparov's blessing and his curse to play against each generation's strongest computer champions, contributing to their development and advancing the field.

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