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At present, the computer and the human are not at the same level as the game. At present, the most advanced computer and a Japanese professional six-dan 19-way chessboard play chess, so that the computer 5 sub mid-game to beat people, this is the best result of the computer against people at present.
The national elephant in the N years ago IBM Deeper Blue has beaten the small card.
As far as the current level is concerned, it is difficult to play a computer that can play a little bit of the Chinese elephant, but there is no problem with the computer of the game of Go, which means that Chinese chess can beat people as long as someone does it, because the changes of Chinese chess are less than that of the national elephant.
A few years ago a computer in Canada had cracked all the variations of checkers. In this way, there is no way for people to get off the computer.
Backgammon people are even less able to play against the computer, and there are fewer variations. Defeat humans with ease.
Conclusion: At present, the only chess game that cannot be beaten by computers is Go. Reason: There are too many variations in Go, and the amount of calculation is too large for the current computer to calculate. Especially at the beginning.
See the link below for the latest computer news.
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Go is currently the type of chess in which the above three chess computers cannot win against humans.
So far, the highest level of chess has a record of defeating the top human chess player, with two games against world champion Kasparov on February 10, 1996 and May 1997 against IBM's Deep Blue computer. Due to the complexity of the game of Go, the strongest game between computer and human is not at the same level, and the highest level is only equivalent to the level of the first stage of the Go profession. Chinese chess is mainly because it is more popular in China, it is not popular in the world, and there is no investment in research, but Chinese chess has fewer changes than chess, and only someone develops it, and a high-level computer can win against mankind.
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Landlord, you remember wrong, it's not those 3 kinds, but backgammon is that the computer can't win people.
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Go computers can't win against the human brain.
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No child can move bai is also known as the "forced peace" rule. Draw stipulates that the party that moves the chess, although the king is not the general, but there is no way to answer except for sending food (according to the rules, the king cannot send food), and all other chess pieces of the side cannot move (including sending food), this situation is stipulated as a draw according to the rules, which is called "no child can move". It is a way for the underdog in the endgame to save the game.
The childless rule of movement has evolved over the centuries before it took its form. Some countries in the East do not recognize this. In the century, the chess world has considered winning because the opponent has no child to move as a low-quality victory, a dishonorable win.
However, due to the efforts of the French chess champion Philippor, the loss of the child was still retained in the British rules. It was not until 1807, under the influence of Sharat, that the rules formulated by the London Chess Club changed the rule of no child to a draw. Since then, the world chess world has generally accepted the rule of a no-child move.
Victory Condition: On the opponent's turn, we have a piece to hold the opponent's king, and the opponent has no way to cancel the king's generalized status, and our team wins, and vice versa.
Tie: A side has no discs on its turn that can be moved. As shown in the figure, Black only has one piece left for the king, and the range that the black king can go to is within the range of the white queen's attack, and cannot move, so it is a draw.
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You forced everyone to make peace, what are you waiting for? It is recommended that you learn the pressing of chess, as well as the winning and losing and knowledge. It's all in any primer. To learn chess, you need to read at least one introductory book, and after reading it all, you will have an understanding.
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There is no doubt that Go is the most difficult.
Go is vast and criss-crossed, with sufficient strategic space. The number of troops participating in the battle is the largest among all chess games, and the combat space is also the largest. With 19 crossings and a total of 361 intersections, the Go board is not only very vast, but also has no local restrictions, which can be called a "networked battlefield".
It was only after mankind entered the information age that the cyber battlefield appeared, and the Chinese ancestors had a similar idea as early as 4,000 years ago, which is very remarkable. What is even more amazing is that in the Go writings of the Song Dynasty a thousand years ago, the concept of "grid" already appeared. "The Thirteen Chapters of the Book of Chess" The third chapter of public opinion:
Chess arrangement, keep the grid".
Grid is a new concept used by people today to express the network integration system, which is higher than the network, and appeared early in China's ancient Go works, although the connotation is different, but from one aspect it illustrates the advanced and profound thinking of the Chinese nation.
The spatial characteristics of the Go battlefield make the delivery of sub-forces almost infinite. The overall victory comes from the accumulation of many local battles, from the cooperation of actions in different directions, and from the trade-offs and transformations of various interests.
In the past, computers stumbled in the field of Go, in fact, because of the complexity of the changes in Go, and the total change of each game of Go was about 10 to the 808th power. The total variation of chess is about 10 to the 201st power, and the total variation of chess is about 10 to the 200th power, and the difference with Go is astronomical.
Such an astronomical gap was only broken through after the computer learned deep learning, and Alphago was born to defeat the professional masters of human beings.
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Due to the stupidity of talent and the lack of guidance from famous teachers, the level has not broken through. I was at a loss, so I had to switch to chess. When I first came into contact with chess, I had only one feeling inside me.
At first glance, it looks a lot like Chinese chess, but later I found out that there is a big difference between them. On the one hand, the rules of the two types of chess are very different, and on the other hand, the vision is somewhat unsuitable. As I studied further, I realized that the relationship between Chinese chess and chess was neither intimate nor insignificant.
According to legend, Chinese chess originated in the Han Dynasty and was invented by Han Xin, the famous god of war. The most direct evidence is that the chessboard is divided into "Chu Jiang and Han Dynasty". It is obviously far-fetched to conclude that Xiangqi is Han Xin's masterpiece based on the words Chu River and Han Dynasty.
After all, it is possible that various dynasties after the Han Dynasty invented Xiangqi and called it the Han Dynasty and Hanxin. There is also a theory that Xiangqi was invented by Xiang, the younger brother of Emperor Shun. "Xiang" is a kind and brave person, often like to do some things to fight and kill, "Shun" in the dynasty after the succession, the Quartet suit, the sea is inclusive, in order to find something to do, Shun asked "Xiang" to invent a game that simulates war, hence the name "chess".
The origins of chess also have a long history. Around the 2nd century AD, there was a kind of chessboard mold called "Chaturan" in ancient India, which only had four chariots and horses like soldiers. According to the ancient Indian document "Mahabharata", "the four armies have been platooned", the four armies are the main arms of ancient India, that is, soldiers and horses are like chariots, so "Chaturan" is also considered to be the prototype of chess.
From the 10th century AD.
<>Chaturan" was introduced to Europe from Central Asia and the Middle East, and it was not until the 12th and 13th centuries that "Chaturan" became popular throughout the continent. After it was introduced to Europe, it was improved by the Europeans and combined with the traditional chivalry and aristocratic spirit of the European lead shout. It took another 300 years for chess to become a standard.
Although the origins and cultures of Chinese chess and chess are different, they have one thing in common, and that is that they both originated in warfare, and their invention was inspired by ancient marches and battles.
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Chinese chess and chess are both chess, and it is a fair game. They don't have more than a mountain, not more than a water; There was not a single soldier or pawn on both sides of the battle. Chinese chess is more symmetrical, with a central axis, and Wang Juzhong talks about renting other people and horses on both sides.
The wings and wings of chess, which are enviable, are divided into rivalry.
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There are big differences between the two in terms of rules, chess pieces and chessboards, etc., in contrast, Chinese chess is more difficult and has the most mysteries.
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The chess board is made up of 8 x 8 black and white grids; The Chinese chess board is composed of nine straight lines and ten horizontal lines intersecting Wang Heshu. The difficulty of Xiangpai Chess is similar to that of Chinese chess.
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Gisith Answer]: c
c【Analysis】The computer can defeat the world chess champion, which shows that the computer has the characteristics of judging and being able to guard against the air.
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There are 3,361 positions in Go, and the number of atoms in the observable universe is only 1,080.
The difficulty of Go lies in the fact that its valuation function is very uneven, and it can be turned upside down by one sub-board, and at the same time, the state space is large, and there is no global structure. Combined, these two points have forced computers to use exhaustive methods and have been slow to move as a result.
But if a person can play well and know which positions are worth considering among hundreds of choices, it shows that its valuation function is regular. These laws are far from being summarized by a few simple formulas, but the amount of information required is much smaller than the number of state spaces themselves. In a word, the exhaustive state is not the ultimate goal, and even if ultra-supercomputers can do this in the future, it cannot be said to solve artificial intelligence.
Only by finding a learning algorithm that can learn the rules is the fundamental means to solve the problem.
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