Chess-playing programs and the problem of complexity
Computers & thought
Computers, Chess and Long-Range Planning
Computers, Chess and Long-Range Planning
Logical or non-mathematical programmes
ACM '52 Proceedings of the 1952 ACM national meeting (Toronto)
Human Problem Solving
A chess playing program for the IBM 704
IRE-ACM-AIEE '58 (Western) Proceedings of the May 6-8, 1958, western joint computer conference: contrasts in computers
AFIPS '67 (Fall) Proceedings of the November 14-16, 1967, fall joint computer conference
The heuristic search and the game of chess a study of quiescence, sacrifices, and plan oriented play
IJCAI'75 Proceedings of the 4th international joint conference on Artificial intelligence - Volume 1
A chronology of computer chess and its literature
Artificial Intelligence
Path-focused duplication: a search procedure for general matings
AAAI'90 Proceedings of the eighth National conference on Artificial intelligence - Volume 1
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Since 1967 there has again been great interest in chess programming. This paper demonstrates that the structure of today's most successful programs cannot be extended to play Master level chess. Certain basic requirements of a Master player's performance are shown to be outside the performance limits to which a program of this type could be extended. The paper also examines a basic weakness in the tree-searching model approach when applied to situations that cannot be searched to completion. This is the Horizon Effect, which causes unpredictable evaluation errors due to an interaction between the static evaluation function and the rules for search termination. The outline of a model of chess playing that avoids the Horizon Effect and appears extendable to play Master level chess is presented, together with some results already achieved.