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Can a Machine Think?
Machines That Play Games
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algorithm alternative analysis angle answer applied artificial intelligence associated axioms basic behavior board position British Museum algorithm chess complex component concept concept learning considered construct continue the progression decision defined described developed diagram digital computer elements EPAM evaluation example experiment Figure function geometry given heuristic heuristic program human hypothesis for trial implies information processing Information Processing Language input investment JOHNNIAC language learning Lincoln Laboratory line balancing logic Logic Theorist Logic Theory Machine matching mathematical matrix means mechanism memory methods minimaxing Minsky move Newell operators parameter pattern recognition play possible prediction problem problem-solving procedure proof prove question recursive response rote learning routine rules segment selection Selfridge sequence Shaw Simon simulation solution solving specific stimulus structure subgoals subproblems subroutines symbol task techniques theorems theory tion words