Academic literature on the topic 'Garri Kasparov'

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Journal articles on the topic "Garri Kasparov"

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Fine, Gary Alan, and Harvey Young. "Still Thrills: The Drama of Chess." TDR/The Drama Review 58, no. 2 (June 2014): 87–98. http://dx.doi.org/10.1162/dram_a_00348.

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Although chess is a game that is played, it is also an event that is performed. An analysis of the Fischer-Spassky World Championship, the match between Garry Kasparov and IBM's Deep Blue, and the European tour of the 19th-century American champion Paul Morphy reveals the qualities that make competitive chess a theatrical event that relies both on bodies and on imaginations.
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Perrin, Michel P. "Puissance du binaire, créativité du synaptique." ReCALL 10, no. 1 (May 1998): 21–37. http://dx.doi.org/10.1017/s0958344000004213.

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Au dix-neuvième coup du 6ème jeu de son match contreDeep(er) Blue, le 13 mai 1997, le grand maître Garry Kasparov déclare forfait pour éviter le déshonneur d'un échec et mat en bonne et due forme.Avant le match, la presse spécialisée, et l'autre déclaraient en substance: si la machine gagne e'en est fini du monde “moderne” tel que nous le connaissons depuis la Renais-sance; e'est le début d'une ère inconnue
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Prister, Vladimir. "Umjetna inteligencija." Media, culture and public relations 10, no. 1 (March 31, 2019): 67–72. http://dx.doi.org/10.32914/mcpr.10.1.7.

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Prikazan je kratki povijesni uvod u sve četiri industrijske revolucije. Autor prikazuje sedam segmenata 4. industrijske revolucije zbog njihove važnosti. Rad opisuje neke vrlo važne aspekte umjetne inteligencije (UI) i njihov utjecaj. Navedeni primjeri složenog odnosa stroj – čovjek (IBM Deep Blue – Garry Kasparov i IBM Watson). Naglašena je važnost konferencije Dartmouth, Hanover, New Hampshire, 1956. Velike mogućnosti prikazane su i primjerom humanoidnog robota Atlas (Boston Dynamics – DARPA). Na kraju, daje se primjer Japana koji se bori za primat na ovom vrlo zanimljivom polju.
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Bory, Paolo. "Deep new: The shifting narratives of artificial intelligence from Deep Blue to AlphaGo." Convergence: The International Journal of Research into New Media Technologies 25, no. 4 (February 12, 2019): 627–42. http://dx.doi.org/10.1177/1354856519829679.

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The article compares two key events that marked the narratives around the emergence of artificial intelligence (AI) in two different time frames: the game series between the Russian world champion Garry Kasparov and the IBM supercomputer Deep Blue held in New York in 1997, and the Go game series between the South Korean champion Lee Sedol and DeepMind’s AI AlphaGo held in Seoul in 2016. Relying on a corpus of primary and secondary sources such as newspapers and specialized magazines, biographic books, the live broadcasts and the main documentaries reporting the challenges, the article investigates the way in which IBM and Google DeepMind used the human–machine competition to narrate the emergence of a new, deeper, form of AI. On the one hand, the Kasparov–Deep Blue match was presented by broadcasting media and IBM itself as a conflictual and competitive form of struggle between human kind and a hardware-based, obscure and humanlike player. While on the other hand, the social and symbolic message promoted by DeepMind and the media conveyed a cooperative and fruitful interaction with a new software-based, transparent and un-humanlike form of AI. The analysis of the case studies reveals how AI companies mix narrative tropes, gaming and spectacle in order to promote the newness and the main features of their products. In particular, recent narratives of AI based on human feelings and values such as beauty and trust can shape the way in which the presence of intelligent systems is accepted and integrated in everyday life.
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"GARRY KASPAROV VS. X3D FRITZ." ICGA Journal 26, no. 3 (September 1, 2003): 213. http://dx.doi.org/10.3233/icg-2003-26313.

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Creus, Amalia. "En jaque." COMeIN, no. 91 (September 27, 2019). http://dx.doi.org/10.7238/c.n91.1962.

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Cuando en 1997 Garry Kasparov fue derrotado en un partido de ajedrez por la supercomputadora IBM Deep Blue, los periódicos de todo el mundo retrataron con estupor lo que entonces se vio como un punto de inflexión en nuestra relación con las máquinas. Para los neoluditas de entonces, era la evidencia de que caminábamos a pasos acelerados hacia un futuro distópico; para los amantes de la tecnología, la puerta de entrada a un augurado y reluciente mundo nuevo.
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Graham, Flora. "Daily briefing: Chess is the Drosophila of reasoning, says Garry Kasparov." Nature, December 10, 2018. http://dx.doi.org/10.1038/d41586-018-07731-0.

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Andrade, Leo Pasqualini de, and Valério Brusamolin. "A INTELIGÊNCIA ARTIFICIAL E O XADREZ: RELATO DA DISPUTA HOMEM VERSUS MÁQUINA." Revista Mundi Engenharia, Tecnologia e Gestão (ISSN: 2525-4782) 5, no. 3 (July 14, 2020). http://dx.doi.org/10.21575/25254782rmetg2020vol5n31195.

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A Inteligência artificial utilizada nos atuais programas para jogar xadrez se consolidou como superior ao raciocínio humano para o jogo, estabilizando as controvérsias que existiam antes de 1997. Naquele ano, o confronto conhecido como “homem versus máquina”, entre o computador Deep Blue e o então campeão mundial de xadrez, Garry Kasparov apareceu nas primeiras páginas de jornais e revistas de todo o mundo. Este artigo descreve, dentro dos estudos de Ciência Tecnologia e Sociedade (CTS), as controvérsias científicas e influências sociais que mudaram o paradigma da supremacia da inteligência humana sobre a inteligência da máquina para o jogo de xadrez e que impulsionou um novo paradigma, o da inteligência artificial sendo utilizada em larga escala de pesquisas. A metodologia utilizada para a narrativa foi a Teoria Ator-Rede (TAR) de Bruno Latour. A revisão bibliográfica tratou sobre a inteligência artificial, o xadrez e o computador Deep Blue. As notícias dos principais jornais e revistas da época no Brasil, livros e filmes clássicos que serviram como base histórica para a narrativa do confronto Homem versus Máquina, observando aspectos sociais, como por exemplo, questões de gênero, a tecnologia que estava sendo desenvolvida e a reação do público e da mídia.
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Pereira, Kariston, and Iandra Pavanati. "SISTEMA NEXT XADREZ (NX): NOVAS MODALIDADES DE XADREZ DESENVOLVIDAS COM BASE NO SISTEMA FISCHER RANDOM (XADREZ960)." Revista Mundi Engenharia, Tecnologia e Gestão (ISSN: 2525-4782) 5, no. 1 (May 14, 2020). http://dx.doi.org/10.21575/25254782rmetg2020vol5n11011.

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O novo sistema de xadrez desenvolvido pelo NexT – Núcleo de Estudos em Xadrez & Tecnologias da UDESC (Universidade do Estado de Santa Catarina) é denominado "NexT Xadrez" (NX), e seu propósito é instituir um padrão de jogo que valorize mais a intuição, a criatividade e o raciocínio durante a partida. Este sistema de xadrez visa, principalmente, eliminar a necessidade de memorização de variantes de abertura, seja pela instituição de sorteio (no NX 08/32, assim como é no Xadrez960), seja pela introdução da assimetria (no NX 64/1K, que ao aumentar drasticamente as possibilidades de lances na abertura, inviabiliza a memorização de sistemas e linhas extensas). Apesar de ser um subsistema do Xadrez960 (no caso do NX 08/32), diferentemente do Xadrez960, o NX mantém um padrão semiótico e estético compatível com o xadrez tradicional, mantendo os conceitos de “Ala da Dama” e “Ala do Rei”, e, em consequência, tanto o roque grande como o roque pequeno também continuarão a ser de fácil assimilação. Nesse sentido, acredita-se que o NX atenda também às recomendações do Grande Mestre Garry Kasparov, ao se limitar o número de posições do Xadrez960 a um conjunto mais harmônico e "decente", composto por posições que não "violem nosso senso para a geometria normal do xadrez". Com isso, busca-se desenvolver e testar a capacidade intuitivo-criativa dos enxadristas, suprida por um adequado esforço de desenvolvimento de uma consciência situacional mais apropriada, para fomento de um raciocínio abdutivo de maior qualidade, mas sem desmerecer completamente os conhecimentos de princípios e ideias a respeito das aberturas estudadas para o xadrez tradicional (xadrez 1), que é o atual sistema oficial de xadrez da FIDE (Federação Internacional de Xadrez). A modalidade NX08 já foi verificada por meio de análises de software e utilizada experimentalmente em torneios desde 2017 no NexT.
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Books on the topic "Garri Kasparov"

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Garri Kasparov: (his career in chess). Moscow: Raduga Publishers, 1988.

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Newborn, Monty. Kasparov versus Deep Blue: Computer Chess Comes of Age. New York, NY: Springer New York, 1997.

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Silvia, Bonucci, and Mazéas Claude Sophie, eds. Échec et mat!: Mon premier livre d'échecs. [Paris]: L'Archipel, 2006.

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Garry Kasparov's greatest chess games. London: Gambit, 2005.

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Gutman, Lev. Schachweltmeisterschaft 1987: Garri Kasparow - Anatoli Karpow. Hollfeld: Beyer Verlag, 1987.

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Gerd, Treppner, ed. Schachweltmeisterschaft 1990: Anatoli Karpow-Garri Kasparow. Hollfeld: Thomas Beyer, 1990.

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G, Pliset︠s︡kiĭ D., ed. Garry Kasparov on my great predecessors. London: Everyman Publishers, 2003.

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Kasparov, G. K. Garry Kasparov's fighting chess. New York: Henry Holt, 1995.

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Donald, Trelford, and Kasparov G. K, eds. Unlimited challenge: The autobiography of Garry Kasparov. London: Fontana, 1990.

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P, Neat K., ed. Garry Kasparov's chess puzzle book. London: Cadogan Press, 1995.

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Book chapters on the topic "Garri Kasparov"

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Newborn, Monty. "Deep Blue and Garry Kasparov in Philadelphia." In Kasparov versus Deep Blue, 235–78. New York, NY: Springer New York, 1997. http://dx.doi.org/10.1007/978-1-4612-2260-6_9.

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Newborn, Monty. "Chiptest, Deep Thought, and Deep Blue—and Garry Kasparov." In Kasparov versus Deep Blue, 147–233. New York, NY: Springer New York, 1997. http://dx.doi.org/10.1007/978-1-4612-2260-6_8.

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Dhou, Khaldoon. "An Innovative Employment of Virtual Humans to Explore the Chess Personalities of Garry Kasparov and Other Class-A Players." In HCI International 2019 – Late Breaking Papers, 306–19. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-30033-3_24.

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Copeland, Jack, and Dani Prinz. "Computer chess—the first moments." In The Turing Guide. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780198747826.003.0041.

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The electronic computer has profoundly changed chess. This chapter describes the birth of computer chess, from the very first discussions of computational chess at Bletchley Park during the war to the first chess moves ever calculated by an electronic computer. We cover a number of historic chess programs—including Turing’s own ‘Turochamp’—and recapture some of the atmosphere of those early days of computer chess. Albert Square, Manchester, 2012. The time was coming up to 9 o’clock on a grim summer morning, two days after what would have been Turing’s 100th birthday. Litter from the Olympic torch ceremony still scattered the ground. There were unusual numbers of chess enthusiasts and computer scientists in the square, hurrying past the awkwardly posturing statue of William Gladstone and up the steps at the entrance to Manchester Town Hall. Inside, they filed past more statues—chemist John Dalton, physicist James Joule—and took their seats in the crowded gothic-revival great hall. News of Turing’s centenary celebrations had reached over forty countries: fans in other time zones clicked to join the audience, watching their screens and waiting for the big event to start. Shortly after 9, a flawlessly groomed Garry Kasparov took the stage. Born in the Soviet Union in 1963, Kasparov (Fig. 31.1) became world chess champion at the age of only 22. He has gone down in history as the first reigning champion to be beaten by a computer. In a New York TV studio on the thirty-ninth floor of a Seventh Avenue skyscraper, IBM’s chess computer DeepBlue crushed Kasparov in 1997 (see Ch. 27). Fifteen years later he had come to Manchester to honour Turing, the first pioneer of computer chess. Seeming a bit nervous at first—until his natural ebullience reasserted itself—Kasparov haltingly told the crowd: ‘Apart from personal love of the game, Turing did serious work with chess as a model of mechanical thinking and machine intelligence’. Yet Turing, he said, ‘was a fairly terrible chess player’.
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Shroff, Gautam. "Learn." In The Intelligent Web. Oxford University Press, 2013. http://dx.doi.org/10.1093/oso/9780199646715.003.0008.

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In February 2011, IBM’s Watson computer entered the championship round of the popular TV quiz show Jeopardy!, going on to beat Brad Rutter and Ken Jennings, each long-time champions of the game. Fourteen years earlier, in 1997, IBM’s Deep Blue computer had beaten world chess champion Garry Kasparov. At that time no one ascribed any aspects of human ‘intelligence’ to Deep Blue, even though playing chess well is often considered an indicator of human intelligence. Deep Blue’s feat, while remarkable, relied on using vast amounts of computing power to look ahead and search through many millions of possible move sequences. ‘Brute force, not “intelligence”,’ we all said. Watson’s success certainly appeared similar. Looking at Watson one saw dozens of servers and many terabytes of memory, packed into ‘the equivalent of eight refrigerators’, to quote Dave Ferrucci, the architect of Watson. Why should Watson be a surprise? Consider one of the easier questions that Watson answered during Jeopardy!: ‘Which New Yorker who fought at the Battle of Gettysburg was once considered the inventor of baseball?’ A quick Google search might reveal that Alexander Cartwright wrote the rules of the game; further, he also lived in Manhattan. But what about having fought at Gettysburg? Adding ‘civil war’ or even ‘Gettysburg’ to the query brings us to a Wikipedia page for Abner Doubleday where we find that he ‘is often mistakenly credited with having invented baseball’. ‘Abner Doubleday ’ is indeed the right answer, which Watson guessed correctly. However, if Watson was following these sequence of steps, just as you or I might, how advanced would its abilities to understand natural language have to be? Notice that it would have had to parse the sentence ‘is often mistakenly credited with . . .’ and ‘understand’ it to a sufficient degree and recognize it as providing sufficient evidence to conclude that Abner Doubleday was ‘once considered the inventor of baseball’. Of course, the questions can be tougher: ‘B.I.D. means you take and Rx this many times a day’—what’s your guess? How is Watson supposed to ‘know’ that ‘B.I.D.’ stands for the Latin bis in die, meaning twice a day, and not for ‘B.I.D. Canada Ltd.’, a manufacturer and installer of bulk handling equipment, or even Bid Rx, an internet website? How does it decide that Rx is also a medical abbreviation? If it had to figure all this out from Wikipedia and other public resources it would certainly need farmore sophisticated techniques for processing language than we have seen in Chapter 2.
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