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雙語暢銷書《艾倫圖靈傳》第8章:水銀延時線(86)

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Enlarging in his talk upon the favourite example of chess-playing, Alan claimed that

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說到他最喜歡的機器對弈問題,圖靈說:

It would probably be quite easy to find instruction tables which would enable the ace to win against an average player.

編寫一份指令表使ACE戰勝普通人類棋手也許並不難,

Indeed Shannon of Bell Telephone Laboratories tells me that he has won games playing by rule of thumb; the skill of his opponents is not stated.

貝爾實驗室的香農告訴我,他已經用這樣的方法戰勝了人類,但他沒說清楚,對手是個什麼水平的人。

This was probably a misunderstanding.

實際上這可能是個誤解。

Shannon had been thinking about mechanising chess-playing, since about 1945, by a minimax strategy requiring the 'backing up' of search trees—the same basic idea as Alan and Jack Good had formalised in 1941.

大約在1945年之後,香農確實在思考機器對弈問題,他的想法也是基於"最大值最小化"原理,對搜索樹進行"回溯",這與圖靈和傑克·古德在1941年時的基本思想是一致的。

But he had not claimed to have produced a winning program.

但是香農並沒有說,他已經做出了這樣的對弈程序。

In any case, however, Alan would not consider such a victory very significant.

不管怎樣,圖靈繼續說:這場勝利的結果本身並不重要,

What we want is a machine that can learn from experience.

重要的是機器的自動學習能力。

The possibility of letting the machine alter its own instructions provides the mechanism for this, but this of course does not get us very far.

機器可以改變自己的指令,這是一個基礎性的機制,但我們仍然還有很長的路要走。