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雙語暢銷書《艾倫圖靈傳》第5章:解謎接力賽(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:

padding-bottom: 70.63%;">雙語暢銷書《艾倫圖靈傳》第5章:解謎接力賽(120)
爲了簡化圖表,我們把30種着法減少爲2種,白方如果要往前看三步,那麼就面臨這樣的一棵樹:

Current position, W to play

當前局面,白方走棋

Position resulting from the 2 possible W moves

白方的2種着法會導致的局面

Position resulting from the possible replies

黑方的着法會導致的局面

Position resulting from the possible W replies.

白方的着法會導致的局面

These positions are evaluated by scoring.

對這些局面用分數進行評估

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.

白方可能會認爲,到達E是最理想的,但黑方不會這麼樂於助人,如果白方走到B,那麼他就會迴應F。

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

對白方而言,第二好的選擇是D,但同樣可以想見,黑方會走到C來避免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.

在這兩個不幸中,C和F局面相比,C的危險性更小一些,因爲它能使白方保證至少達到價值爲27的局面。因此白方會進行A移動。

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

機器可以通過推導這棵樹,來模擬這一系列想法。

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

對三步之後的各種局面進行評估之後,根據最大值最小化的思想,對中間各層的局面進行標示。

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.

它會將C標爲27, D標爲45, E標爲81, F標爲16(每個下面的最好局面),然後將A標爲27, B標爲16(每個下面的最壞局面)。