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Section Can a Machine Think?
Machines That Play Games
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algorithm alternative analysis angle answer applied artificial intelligence associated attribute axioms basic behavior board position British Museum algorithm chain chess complex component concept learning considered construct continue the progression decision defined described 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 line balancing logic Logic Theorist Logic Theory Machine machine code matching matrix means mechanism memory methods minimaxing Minsky move Newell operators parameter pattern recognition play polynomial possible prediction problem problem-solving procedure proof prove question response rote learning routine rules segment selection Selfridge sequence Shaw Simon simple simulation solution solve specific stimulus stored structure subgoals subproblems subroutines symbol task techniques theorems theory tion transformation words