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双语畅销书《艾伦图灵传》第5章:解谜接力赛(120)

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Reducing the figure of thirty to a mere two for the sake of a diagram, the player (White) making a three-move look-ahead is confronted by a 'tree' such as:

双语畅销书《艾伦图灵传》第5章:解谜接力赛(120)
为了简化图表,我们把30种着法减少为2种,白方如果要往前看三步,那么就面临这样的一棵树:

Current position, W to play

当前局面,白方走棋

Position resulting from the 2 possible W moves

白方的2种着法会导致的局面

Position resulting from the possible replies

黑方的着法会导致的局面

Position resulting from the possible W replies.

白方的着法会导致的局面

These positions are evaluated by scoring.

对这些局面用分数进行评估

A human playing White might reason that it would be good to reach position E, but Black will not be so obliging, and will respond to move B by reply F.

白方可能会认为,到达E是最理想的,但黑方不会这么乐于助人,如果白方走到B,那么他就会回应F。

A second best, for White, would be position D, but again it must be assumed that Black will play C to prevent this.

对白方而言,第二好的选择是D,但同样可以想见,黑方会走到C来避免D。

Of the two evils, positions C and F, C is the lesser one, since at least it guarantees for White a position of value 27. So White plays move A.

在这两个不幸中,C和F局面相比,C的危险性更小一些,因为它能使白方保证至少达到价值为27的局面。因此白方会进行A移动。

A 'machine' could simulate this train of thought by a method of 'backing up' the tree.

机器可以通过推导这棵树,来模拟这一系列想法。

Having worked out all the scores for three moves ahead, it would then label the intermediate positions on a minimax basis.

对三步之后的各种局面进行评估之后,根据最大值最小化的思想,对中间各层的局面进行标示。

It would assign 27 to C, 45 to D, 81 to E, 16 to F (the best in each case), then 27 to A, 16 to B (the worst in each case), and finally select move A for White.

它会将C标为27, D标为45, E标为81, F标为16(每个下面的最好局面),然后将A标为27, B标为16(每个下面的最坏局面)。