Chess Metaphors: Artificial Intelligence and the Human Mind
How the moves of thirty-two chess pieces over sixty-four squares can help us understand the workings of the mind.

When we play the ancient and noble game of chess, we grapple with ideas about honesty, deceitfulness, bravery, fear, aggression, beauty, and creativity, which echo (or allow us to depart from) the attitudes we take in our daily lives. Chess is an activity in which we deploy almost all our available cognitive resources; therefore, it makes an ideal laboratory for investigation into the workings of the mind. Indeed, research into artificial intelligence (AI) has used chess as a model for intelligent behavior since the 1950s. In Chess Metaphors, Diego Rasskin-Gutman explores fundamental questions about memory, thought, emotion, consciousness, and other cognitive processes through the game of chess, using the moves of thirty-two pieces over sixty-four squares to map the structural and functional organization of the brain.

Rasskin-Gutman focuses on the cognitive task of problem solving, exploring it from the perspectives of both biology and AI. Examining AI researchers' efforts to program a computer that could beat a flesh-and-blood grandmaster (and win a world chess championship), he finds that the results fall short when compared to the truly creative nature of the human mind.

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Chess Metaphors: Artificial Intelligence and the Human Mind
How the moves of thirty-two chess pieces over sixty-four squares can help us understand the workings of the mind.

When we play the ancient and noble game of chess, we grapple with ideas about honesty, deceitfulness, bravery, fear, aggression, beauty, and creativity, which echo (or allow us to depart from) the attitudes we take in our daily lives. Chess is an activity in which we deploy almost all our available cognitive resources; therefore, it makes an ideal laboratory for investigation into the workings of the mind. Indeed, research into artificial intelligence (AI) has used chess as a model for intelligent behavior since the 1950s. In Chess Metaphors, Diego Rasskin-Gutman explores fundamental questions about memory, thought, emotion, consciousness, and other cognitive processes through the game of chess, using the moves of thirty-two pieces over sixty-four squares to map the structural and functional organization of the brain.

Rasskin-Gutman focuses on the cognitive task of problem solving, exploring it from the perspectives of both biology and AI. Examining AI researchers' efforts to program a computer that could beat a flesh-and-blood grandmaster (and win a world chess championship), he finds that the results fall short when compared to the truly creative nature of the human mind.

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Chess Metaphors: Artificial Intelligence and the Human Mind

Chess Metaphors: Artificial Intelligence and the Human Mind

Chess Metaphors: Artificial Intelligence and the Human Mind

Chess Metaphors: Artificial Intelligence and the Human Mind

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Overview

How the moves of thirty-two chess pieces over sixty-four squares can help us understand the workings of the mind.

When we play the ancient and noble game of chess, we grapple with ideas about honesty, deceitfulness, bravery, fear, aggression, beauty, and creativity, which echo (or allow us to depart from) the attitudes we take in our daily lives. Chess is an activity in which we deploy almost all our available cognitive resources; therefore, it makes an ideal laboratory for investigation into the workings of the mind. Indeed, research into artificial intelligence (AI) has used chess as a model for intelligent behavior since the 1950s. In Chess Metaphors, Diego Rasskin-Gutman explores fundamental questions about memory, thought, emotion, consciousness, and other cognitive processes through the game of chess, using the moves of thirty-two pieces over sixty-four squares to map the structural and functional organization of the brain.

Rasskin-Gutman focuses on the cognitive task of problem solving, exploring it from the perspectives of both biology and AI. Examining AI researchers' efforts to program a computer that could beat a flesh-and-blood grandmaster (and win a world chess championship), he finds that the results fall short when compared to the truly creative nature of the human mind.


Product Details

ISBN-13: 9780262258425
Publisher: MIT Press
Publication date: 02/10/2012
Sold by: Penguin Random House Publisher Services
Format: eBook
Pages: 232
File size: 2 MB

About the Author

Diego Rasskin-Gutman is Research Associate and Head of the Theoretical Biology Research Group at the Institute Cavanilles for Biodiversity and Evolutionary Biology, University of Valencia, Spain.

What People are Saying About This

Ricard V. Sole

From the inner works of the brain to automata and artificial intelligence, Rasskin-Gutman's book offers a window to chess that goes far beyond the game itself. As in chess, it also opens multiple paths for looking at how the mind works and builds metaphors. A fascinating read.

Charles F. Stevens

Diego Rasskin-Gutman has gracefully surveyed modern ideas about artificial intelligence in a context of brain structure and function and of contemporary views about cognitive science. This wide-ranging book is unified by considering the game of chess, a rich source of metaphors relating to human problem solving, and the domain of the greatest victory for artificial intelligence.

Endorsement

From the inner works of the brain to automata and artificial intelligence, Rasskin-Gutman's book offers a window to chess that goes far beyond the game itself. As in chess, it also opens multiple paths for looking at how the mind works and builds metaphors. A fascinating read.

Ricard V. Sole, ICREA Research Professor, Complex Systems Lab (UPF), Parc Recerca Biomedica de Barcelona

From the Publisher

Diego Rasskin-Gutman has gracefully surveyed modern ideas about artificial intelligence in a context of brain structure and function and of contemporary views about cognitive science. This wide-ranging book is unified by considering the game of chess, a rich source of metaphors relating to human problem solving, and the domain of the greatest victory for artificial intelligence.

Charles F. Stevens, Professor, The Salk Institute

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