Experiments With a Multipurpose, Theorem-Proving Heuristic Program
Journal of the ACM (JACM)
Computers, Chess and Long-Range Planning
Computers, Chess and Long-Range Planning
Computers and Thought
An adaptive tree pruning system: A language for programming heuristic tree searches
ACM '68 Proceedings of the 1968 23rd ACM national conference
Problem-Solving Methods in Artificial Intelligence
Problem-Solving Methods in Artificial Intelligence
COKO III and the future of inter-snap judgment communication
ACM '73 Proceedings of the ACM annual conference
ACM '77 Proceedings of the 1977 annual conference
The role of chess in artificial intelligence research
IJCAI'91 Proceedings of the 12th international joint conference on Artificial intelligence - Volume 1
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OKO III is a chess player written entirely in Fortran. On the IBM 360-65, COKO III plays a minimal chess game at the rate of .2 sec cpu time per move, with a level close to lower chess club play. A selective tree searching procedure controlled by tactical chess logistics allows a deployment of multiple minimal game calculations to achieve some optimal move selection. The tree searching algorithms are the heart of COKO's effectiveness, yet they are conceptually simple. In addition, an interesting phenomenon called a tree searching catastrophe has plagued COKO's entire development just as it troubles a human player. Standard exponential growth is curbed to a large extent by the definition and trimming of the Fisher set. A clear distinction between tree pruning and selective tree searching is also made. Representation of the chess environment is described along with a strategical preanalysis procedure that maps the Lasker regions. Specific chess algorithms are described which could be used as a command structure by anyone desiring to do some chess program experimentation. A comparison is made of some mysterious actions of human players and COKO III.