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双语畅销书《艾伦图灵传》第5章:解谜接力赛(121)

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This basic idea created a 'machine' that could effect a decision procedure bearing some relation to human intelligence.

双语畅销书《艾伦图灵传》第5章:解谜接力赛(121)
这个基本想法创造了一个机器,这个机器可以实现一个类似于人类智能的决策行为。

It was smAll beer compared with the Hilbert problem, which had required thinking about decision procedures for the whole of mathematics.

与希尔伯特想要的机器相比,这个要简单得多,因为前者需要对整个数学体系进行判定,

But on the other hand, it was something that could actually work.

而后者才是一个真正有效的模型,

As a practical model for mechanical 'thinking' it fascinated Alan to the point of obsession.

可以用来研究机器的思维,这使艾伦着了魔。

Such a three-move analysis would be hopelessly ineffective in real chess,

这样的三步分析,在真正的国际象棋中,是完全无效的。

in which players would think not in terms of moves but of chains of moves, as for example when a sequence of obligatory captures was set in motion.

在国际象棋中,玩家并不是以步为单位来考虑,而是以一条链作为单位。比如通过一连串的移动,实现某种封锁战术。

Alan and Jack Good saw this and decided that the 'look-ahead depth' would have to be variable,

艾伦和杰克·古德也看到了这一点,并认为向前看的深度必须是动态可变的,

continuing as far as any capture was possible at all, so that evaluations would only be made on 'quiescent' positions.

每一分支都要一直看到吃子为止,并且只对静态局面进行评估。

Even so, such a scheme would fail to cope with more subtle play, involving traps leading to pins or forks, a fact which they discussed.

但即使是这样的方案,仍然无法处理更复杂的情况,比如很多巧妙的陷阱。

It was a crude, brute force attack on chess-playing, but it was a first step in mechanising a fairly sophisticated thought process—at least, a first non-secret step.

这是对国际象棋的一种粗略的、朴素的破解,但这是机械化思维过程的第一步进展。