Educational project chess and artificial intelligence. Checkmate, artificial intelligence: what Garry Kasparov's experience teaches us

The match is lost: the computer against the person.

Creative thinking, logic, experience are the qualities that allowed a person to lead in the “man-machine” fight. It seemed that these benefits would always be secret weapon person, and the computer will play the role of "catching up".

But it took quite a bit of time for artificial intelligence to catch up and forever surpass humans in many areas, including in the field of intellectual entertainment.

Artificial intelligence beat man: where and how

Rubik's Cube
This puzzle is known all over the world. Millions of people are trying to complete the task and collect the cube correctly, and some even compete in the speed of assembly. The human record was set by 14-year-old Lucas Etter from the United States, who solves the puzzle in 4.904 seconds. Incredible, isn't it? But this result was surpassed by the robot, which was created by two enthusiasts Jay Flatland and Paul Rose: the result of the robot is 1.047 seconds.


Thanks to the built-in cameras, and there are four of them, the computer evaluates the position and selects the best algorithm of actions. The system is based on the Kotzebue formula (assembly in 20 moves). Hardly any of the people will be able to solve the Rubik's cube faster than 1 second.
0:1 in favor artificial intelligence.

"Othello"
The peak of popularity of this game falls on the beginning of the 70s of the last century. The essence of the game is to place chips on the playing field (8 × 8 cells): you need to block the rows of opponent's chips on both sides with chips of your color, then the chips change color and go to the opponent. Victory goes to the one who occupies the largest area.


In 1980, Hiroshi Inouye was the Othello World Champion and easily defeated the Moor program 5-1.
Later, the programs learned to calculate the opponent's moves (by about 25 moves), and when the reigning world champion Takeshi Murakami met in a rematch with the Logistello system in 1997, the score was a crushing 0:6 in favor of the software.

Backgammon
Artificial intelligence owes its advantage in backgammon over humans to the world correspondence chess champion (and there are such) Hans Berliner, who wrote the BKG 9.8 program. And in 1979, the program turned out to be stronger than the world backgammon champion Luigi Villa.


It is believed that in that game the computer was lucky (good dice fell out several times), but no one else wanted to fight in a repeated rematch, especially since the software has been repeatedly improved since that time.

Chess
Chess systems began to develop in the middle of the twentieth century, the development belonged to IBM. But due to the fact that the program required serious and lengthy calculations, this venture had to be postponed for 30 years. In 1996, Garry Kasparov was put up against the "chess brain" - the Deep Blue computer.


The match ended in favor of the man: 3 wins, 2 draws, 1 loss. A year later, the match was repeated, and this time Deep Blue was more prepared. Still, the system evaluated 200 million positions per second. And although Harry wanted to recoup later, IBM refused, considering it pointless.

Checkers (a kind of checkers)
Marion Tinsley was the Checkers Champion throughout his career. And when in 1992 he met with a system developed at the University of Alberta (Canada), the victory was his. Out of 39 games - 4 wins, 2 losses and 33 draws.


After 2 years, a revenge took place, but Tinsley withdrew from the competition due to health problems (at the time of the refusal there were 6 draw games), and the victory went to the system. Since that moment, artificial intelligence has become much stronger: in 2007, the Canadians announced the creation of an ideal system, and no one from people is trying to surpass it in checkers.

Scrabble
The triumph of the computer in this game was easy even in the very first round: the world champion David Boyce was beaten in 2006 by the robo-rival Quackle.


By the way, this program is available on the Web, and you can measure your strength with it, and maybe you will bring victory to the "Man" team.

Go
This game appeared in ancient China more than two thousand years ago, but despite such a long experience in the game, people still lost. On the court (19 × 19) two players place their stones (black / white), whoever scores more points (chips are counted in a line) wins. On the one hand, everything is simple, but the interest lies in the variety of possible options and moves.


It was also interesting for the developers of AlphaGo (created under the auspices of Google) to create a system that can calculate thousands of options. At first, artificial intelligence tried its hand with other software, and when out of 500 games 499 were for AlphaGo, it took on the three-time European champion Fan Hui. The champion had no chance: 5:0.

TV
Do you like answering questions on quiz shows? The developers of the Watson robot from IBM also could not resist, and in 2011 Watson acted as a participant in the Jeopardy! Despite the fact that his opponents were the record holders of the show - Brad Rutter and Ken Jennings - he won, and the million dollars won were donated to charity.


And although the computer has already shown its intellectual and logical superiority over humans, it continues to develop. So Alibaba Group and Microsoft (developments were carried out in parallel) introduced artificial intelligence, which turned out to be stronger than a person in understanding the information read.
The Stanford University test is more than 100,000 questions based on five hundred articles from the Wikipedia library.

The best indicator for a person is 82.304 points, the result of Alibaba is 82.44, the Microsoft neural network is 82.605. the results indicate that artificial intelligence is able to answer any questions with high accuracy, which means that technologies can be used to serve customers, patients, museum visitors, etc.

Computer games were also subdued by the program. The program won the program: who would have thought that this future is so close? Popular game Quake III, where the players are gladiators, is very popular in esports. But the best here were not people, but the DeepMind bot team, created by a division of Google. And although the battle was held in a truncated version, according to calculations, with a 73% variance, the bot would win in any competition.


Is such superiority of artificial intelligence dangerous or not? Nobody can answer for sure. And in the end, this answer will not be the key, because the main thing is not the fact that a person is inferior to a computer, but whether we can use this potential for our own benefit. As we can see, artificial intelligence beats a person and leaves no chance of winning.




The subject of research and the purpose of development The subject of study of the science of "artificial intelligence" is human thinking. Scientists are looking for an answer to the question: how does a person think? The purpose of these studies is to create a model of human intelligence and implement it on a computer. The subject of study of the science of "artificial intelligence" is human thinking. Scientists are looking for an answer to the question: how does a person think? The purpose of these studies is to create a model of human intelligence and implement it on a computer.


Area Examples There are many other human activities that cannot be programmed in advance. For example: chess and other games, writing poetry and music, translating texts from one language to another, robotics, forensics (fingerprint identification), medical diagnostics. There are many other human activities that cannot be programmed in advance. For example: chess and other games, writing poetry and music, translating texts from one language to another, robotics, forensics (fingerprint identification), medical diagnostics.


An informal executor The developers of artificial intelligence systems are just trying to teach a machine, like a person, to independently build a program of its actions, based on the condition of the problem. You can also say this: the goal is to turn the computer from a formal executor into an intellectual executor. The developers of artificial intelligence systems are just trying to teach a machine, like a person, to independently build a program of its actions, based on the condition of the problem. You can also say this: the goal is to turn the computer from a formal executor into an intellectual executor.








Modeling Two main tasks when creating intelligent systems on a computer: Two main tasks when creating intelligent systems on a computer: -knowledge modeling (development of knowledge formalization methods for entering them into computer memory as a knowledge base); -knowledge modeling (development of knowledge formalization methods for entering them into computer memory as a knowledge base); -modeling reasoning (creating computer programs imitating the logic of human thinking when solving various problems). - modeling of reasoning (creation of computer programs that imitate the logic of human thinking in solving various problems).


Expert systems Expert systems are one of the types of artificial intelligence systems. Expert systems are one of the types of artificial intelligence systems. The purpose of expert systems is to consult the user, help in making decisions. The purpose of expert systems is to consult the user, help in making decisions.

culture. Dissertation. Cand. Ped Sciences. Rostov-on-Don. 2003.

2. Azarova E.A. Destructive forms of family education, topical problems of our time, crimes of recent times: spiritual, moral and forensic aspects. - Rostov-on-Don: Publishing House of the Russian State Pedagogical University, 2005.

3.Gabdrev GSH. The main aspects of the problem of anxiety in psychology // School psychologist. - 2004. - N ° 8. - S. 9.

4. Enikolopov S.N. Problems of family violence // Problems of psychology. -2002. -#5-6.

5. Tseluiko V.M. Psychology of a dysfunctional family: A book for teachers and parents. - M.: Publishing house VLADOS-PRESS, 2003.

6. Shapar V.B. Practical psychology. Psychodiagnostics of relations between parents and children. - Rostov n / a: Phoenix, 2006.

© Azarova E.A., Zhulina G.N., 2016

A.I. Alifirov

cand. ped. Sciences, Associate Professor, RSSU, Moscow, Russian Federation

I.V. Mikhailova Cand. ped. Sciences, Associate Professor, RSSU, Moscow, Russian Federation

"ARTIFICIAL INTELLIGENCE" IN CHESS

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The article discusses the genesis of the use of software and hardware capable of carrying out intellectual activity comparable to the intellectual activity of a person.

Keywords

Computer technologies in chess, chess programs, chess.

Today, the term "artificial intelligence" (AI) refers to the theory of creating software and hardware capable of carrying out intellectual activity comparable to human intellectual activity. When solving practical problems, they most often use the task from the list, while considering that if a computer system is able to solve these problems, then it is an AI system. Often this list includes playing chess, proving theorems, solving diagnostic problems on an initial incomplete data set, understanding natural language, the ability to learn and self-learn, the ability to classify objects, and the ability to generate new knowledge based on the generation of new rules and regularization models. knowledge .

One of the most important problems of the new science - cybernetics was the problem of how to improve management, how to improve decision-making. One of the founders of cybernetics C. Shannon proposed to formalize and program chess in order to use chess computer as a model for solving similar control problems. The authority of K. Shannon was so great that his ideas immediately laid the foundation for a new scientific direction. The ideas of K. Shannon were used in the works of A. Turing, K. Zuse, D. Prince.

Author of information theory. K. Shannon, wrote: "The chess machine is ideal to start with, because (1) the task is clearly defined by permissible operations (moves) and the ultimate goal (checkmate); (2) it is not too simple to be trivial, and not too difficult to obtain a satisfactory solution; (3) believe that chess requires "thinking" for skillful play, the solution of this problem will lead us either to admire the ability of mechanized thinking, or to limit our concept of "thinking"; (4) The discrete structure of chess fits well with the digital nature of modern computers."

Later, chess became the subject of a competition between natural and artificial intelligence, and a number of matches were played by the world's leading chess players against computers. In 1995, in an interview with the popular Wired magazine, G.K. Kasparov expressed his views on chess game: "Chess is not mathematics. It's fantasy and imagination, it's human logic, not a game with a predictable result. I don't think that theoretically the game of chess can fit into a set of formulas or algorithms." Two years later, the DEEP BLUE supercomputer, having defeated the 13th world champion G.K. Kasparova in a rematch of six games, removed the question of the possibilities of chess artificial intelligence from the agenda. DEEP BLUE kept in memory a complete database of all games and analyzed strategy by calculation only. After the match, G.K. Kasparov changed his point of view, admitting that: "Chess is the only field on which one can compare human intuition and Creative skills with power and machines". The match changed the course of development of both classical and computer chess. Artificial intelligence began to be widely used in the training system. D.I. Bronstein in his book "David vs. Goliath" (2003) wrote: "Botvinnik believed that chess is the art of analysis, and the time of lone improvisers like Andersen, Morphy, Zuckertort is gone forever. Looking at modern chess, one must admit that Botvinnik was right. "Computer Boys" brought his idea of ​​the need for home analysis to the point of absurdity. They do not even hide the fact that they are polishing the opening variations to a clear result. At the tournament in Linares (2000), the Hungarian Leko admitted without a shadow of embarrassment that the whole game with Anand was on his computer!

List of used literature:

1. Alifirov A.I. Career guidance work in secondary schools by means of chess / Alifirov A.I. // Problems of development of science and education: theory and practice. Collection of scientific papers based on the materials of the International Scientific and Practical Conference August 31, 2015: in 3 parts. Part II. M.: "AR-Consult", 2015 - S. 13-14.

2. Mikhailova I.V., Alifirov A.I. Tactical actions of chess players / Mikhailova I.V., Alifirov A.I. // Results of scientific research Collection of articles of the International scientific-practical conference. Managing editor: Sukiasyan Asatur Albertovich (February 15, 2016) at 4 h. P/3 - Ufa: AETERNA. -2016.S. 119-121.

3. Mikhailova I.V., Alifirov A.I. Theoretical and methodological foundations of the method of thinking by schemes of chess players / Mikhailova I.V., Alifirov A.I. // Results of scientific research Collection of articles of the International scientific-practical conference. Managing editor: Sukiasyan Asatur Albertovich (February 15, 2016) at 4 h. P/3 - Ufa: AETERNA. - 2016. S. 123-125.

4. Mikhailova I.V. Training of young highly qualified chess players with the help of computer chess programs and "Internet": author. dis. ... cand. ped. Sciences: 13.00.04 / Mikhailova Irina Vitalievna; RSUPC. - M., 2005. - 24 p.

© Alifirov A.I., Mikhailova I.V., 2016

UDC 378.046.2

A.I. Alifirov

Candidate of Pediatric Sciences, Associate Professor of RSSU, Moscow, RF V.V. Fedchuk, Ph.D.

LLC "Prosperity", senior instructor methodologist, Moscow, Russian Federation STUDY OF THE LEVEL OF PHYSICAL HEALTH OF ADOLESCENTS

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The article deals with the problem of physical health of adolescents and the influence of various factors

Subject, age of students

Informatics and ICT, grades 10-11

Brief summary of the project

The project was developed within the framework of the discipline "Informatics and ICT" for students in grades 10-11

Questions guiding the project

Fundamental question

Can a computer replace a person?

Problematic issues

1. Can a computer itself set tasks and solve them?

2. Is a computer capable of reproducing all the actions and thoughts of a person?

3. Is a computer capable of controlling a person?

Study questions

1. What tasks does the computer solve?

2. Does the computer learn itself?

3. Can machines replace a person?

4. Artificial Intelligence = Human Intelligence?

5. Is it necessary to manage the work of a computer?

6. Is it possible to put the robot "at the head of the table"?

7. Can a computer think?

8. Is it possible to replace the human brain with an artificial one?

9. Is a person ready to entrust all the work to robots?

Project Plan

Presentation of the problem situation:

The teacher needs to brainstorm with students in order to identify the existing knowledge of students on the problem, their motivation, inclinations and interests. The tool is brainstorming with a starter presentation. With the help of the presentation, the teacher creates a problem situation, organizes brainstorming, discussion of the questions that have arisen, hypotheses and the distribution of students into thematic groups, taking into account interests.

Project work:

At the initial stage of work on the project, the teacher helps each thematic group to distribute roles, discuss the research strategy, ways to search for information, research methods, and ways to present the results of the work. The result is an individual action plan. Then independent research, search work of students begins in accordance with the plan. At this stage, students collect information on the topic of the problematic issue in encyclopedias, textbooks and on the Internet, discuss the collected information in a group, develop research tools, conduct research, compare its results with the information collected, draw conclusions that will be the answer to the problematic question. The main attention of the teacher should be given to intermediate discussions, discussions within groups, consultations of subject teachers. The self-assessment sheet will help the project participants to realize the level of personal growth.

Registration of the results of project activities:

The presentation of the results is planned in the form of a presentation, booklet or wiki article, so here you may need to consult a teacher of computer science, at one of the consultations you need to discuss with the guys the criteria for evaluating these products. At the same time, the performance of the group is being prepared, therefore, the evaluation criteria must include points for evaluating the performance of students, the ability to ask questions and answer them.

Project defense, opposition, discussion:

During the defense, each group presents their work (presentation, booklet or wiki article), answers questions. Evaluation takes place with the help of criteria developed by group members, members of other groups, teachers. Project protection allows you to answer the fundamental question, to formulate general conclusions based on the results of the work.

Upon completion of work:

A necessary element of all project activities is the analysis of the work done, where the teacher discusses with students what they did well, what did not work out and why. At this stage, you can again turn to the self-assessment sheet and see the qualitative growth of each participant. In addition, it is possible to organize reflection in the blog. The rewarding of groups becomes important. The results of the work can be found on the project website.

Project business card

Teacher Publication


Grishanin E.A. Durin S.V. Contents 1. What is artificial intelligence? 2. About knowledge bases. 3. Test tasks. Artificial intelligence. In the 60s of the XX century, a new branch of computer science appeared, which was called "Artificial Intelligence". The encyclopedic dictionary says: "Intellect (from Latin intellectus - knowledge, understanding, reason) - the ability to think, rational knowledge." To the fullest extent, this ability is peculiar only to people. The subject of study of the science "Artificial Intelligence" is human thinking. Scientists are looking for an answer to the question: how does a person think? The purpose of this research is to create a model human intelligence and implement it on a computer. Somewhat simplified, the above goal sounds like this: - To teach the machine to think. Starting to solve a problem, a person often does not have a clear program of action. He builds this program himself in the course of work. For example, when playing chess, a chess player knows the rules of the game and has the goal of winning the game. His actions are not pre-programmed. They depend on the actions of the opponent, on the emerging position on the board, on the wit and personal experience of the chess player. There are many other human activities that cannot be programmed in advance. For example, composing music and poetry, proving a theorem, literary translation from a foreign language, diagnosing and treating diseases, and much more. You are well aware that any work the computer performs according to the program. Programs are written by people, and the computer formally executes them. The developers of artificial intelligence systems are just trying to teach a machine, like a person, to independently build a program of its actions, based on the condition of the problem. You can also say this: the goal is to turn the computer from a formal executor into an intellectual executor. Formal executor data program Execution of the program results Intelligent executor data Construction of the program Execution of the program results Model of functioning of formal and intellectual executor Any artificial intelligence system operates within a specific subject area (medical diagnostics, legislation, mathematics, economics, etc.). Like a specialist, a computer must have knowledge in this area. Knowledge in a specific subject area, formalized in a certain way and embedded in the memory of a computer, is called a computer knowledge base. For example, you want to use a computer to solve problems in geometry. If there are 500 tasks in the task book different content , then in the traditional use of a computer, 500 programs would have to be written. If an artificial intelligence specialist takes up this problem, then he will approach it in a completely different way. He will put the knowledge of geometry into the computer (as the teacher's knowledge is laid in you). Based on this knowledge and with the help of a special algorithm of logical reasoning, the computer will solve any of the 500 problems. To do this, it will be enough to tell him only the condition of the problem. Artificial intelligence systems operate on the basis of the knowledge bases embedded in them. Every student knows that in order to solve any problem, it is not enough to remember the rules, laws, formulas, but you still need to be able to think, reason, and apply this knowledge. Human thinking is based on two components: a stock of knowledge and the ability to reason logically. Hence, two main tasks follow when creating intelligent systems on a computer: - knowledge modeling (development of knowledge formalization methods for entering them into computer memory as a knowledge base); - modeling of reasoning (creation of computer programs that imitate the logic of human thinking in solving various problems). Expert systems are one of the types of artificial intelligence systems. Usually the word "expert" refers to a person with great knowledge and experience in a particular area. Knowledge of this level is embedded in computer expert systems. The purpose of expert systems is to consult the user, help in making decisions. Such assistance becomes especially important in extreme situations, for example, in conditions of a technical accident, an emergency operation, while driving. The computer is not subject to stress. He will quickly find the optimal, safe solution and offer it to the person. However, the final decision is made by the individual. Briefly about the main Artificial intelligence (AI) is a branch of computer science. The subject of AI is human thinking; the goal is to create intelligent systems on a computer. Examples of areas in which artificial intelligence systems are being created: chess and other games, writing poetry and music, translating texts from one language to another, robotics, forensics (fingerprint identification, etc.), medical diagnostics. Artificial intelligence systems work on the basis of the knowledge embedded in them in a certain area. The knowledge model embedded in the memory of a computer is called a computer knowledge base. Human thinking is based on two components: the stock of knowledge and the ability to reason logically. AI systems implement a reasoning model (human logic). Based on the knowledge base and the reasoning model, the AI ​​system itself programs its work when solving any problem. An expert system is an AI system that contains the knowledge and experience of an expert in a given subject area. Here is the composition of the knowledge base "Relatives": Facts: Leo is Andrey's father; Leo is Peter's father; Andrei - Alexei's father; Peter is Michael's father; Peter is Dmitry's father. Rules: every man is the son of his father; grandfather - father's father; brothers are sons of the same father; uncle - father's brother; nephew - brother's son; grandson is the son of a son. Based on these facts and rules, it is possible, by logical reasoning, to establish all kinds of family ties between the men of this family. Pay attention to two features of the knowledge base: - the facts are private, and the rules are general (fair for any family); - only basic facts are included in the knowledge base. Indeed, it is enough to know who is the father of whom in order to use the rules to determine other family ties. On the basis of such a knowledge base, it is possible to build an expert system in the field of kinship between men. To use it in relation to another family, it is enough to change the list of facts, and the rules, of course, will remain the same. Comparing the database with the knowledge base, we come to the conclusion: the database contains only facts, the knowledge base contains facts and rules. Home About knowledge bases. You are already familiar with the concept of "database". A database (DB) is an information model of some real system in computer memory. It was said above that the knowledge base (KB) is a model of human knowledge in a particular subject area. Let's show the difference between a database and a knowledge base using a specific example. Consider this issue on the example of family ties between men of the same family. Here is how they look in the graphical form of a family tree: Leo Petr Andrey Mikhail Dmitry Alexey Family tree Here the lines represent the relationship between a father (at the top level) and a son (at the bottom level). Family ties Male Leo Sons Father Grandfather Brothers Uncles Nephews Don't know Don't know Grandchildren Andrey, Peter Don't know Don't know Don't know Andrey Alexey Lev Don't know Peter Don't know Mikhail Dmitry no Peter Mikhail, Dmitry Lev Don't know Andrey Don't know Alexey no Alexey No Andrey Lev No No Mikhail No Petr Lev Dmitry Andrey No No Dmitry No Petr Lev Mikhail No No No Petr Andrey Alexey Mikhail Dmitry Table 9.1 contains information about family ties between the same men is presented in expanded form. Using a relational DBMS, it is easy to create a relational database based on this table. Turning to her with requests, you can determine who is the father, grandfather, brother of whom. This table is an information model of the "family" object. Now let's move on to building the knowledge base. The subject area here is family ties between men of the same family. In artificial intelligence, there are different kinds knowledge models. We will consider only one of them, which is called the logical knowledge model. This approach is used in the PROLOG programming system (Prolog is discussed in the second part of the book). According to the logical model, the knowledge base consists of facts and rules. And now let's give a general definition of the concepts of "fact" and "rule". A fact is a message (information) about a specific event, about a property of a specific object, about its connection with other objects. For example, the following statements are facts: - pine - coniferous tree; - Columbus discovered America in 1492; - the density of water is 1 g/cm; - King Solomon - son of King David; - Leo Tolstoy is a Russian writer. A rule is a statement that has more generality than a fact. Rules define some concepts through others, establish the relationship between various properties of objects, formulate the laws of nature or society. The knowledge base is a collection of fundamental facts and rules in a particular subject area. Recently, a new specialty “knowledge engineer” has appeared, whose task is to formalize knowledge, develop knowledge bases and create artificial intelligence systems based on them. Our example is very simple. Here it is not difficult to guess what facts are fundamental, and to formulate a complete set of rules. In more complex subject areas, this task is much more difficult. Often only a major specialist (expert) or a team of specialists with great knowledge in this field can solve it. Briefly about the main thing. The logical model of knowledge in a particular subject area is represented by a knowledge base composed of facts and rules. A fact is information about a specific event, about a property of a specific object, about its connection with other objects. Rules define some concepts through others, establish the relationship between various properties of objects, formulate the laws of nature or society. The knowledge base includes "only fundamental facts for this subject area. Home Test tasks 1. 2. 3. 4. Task No. 1 Task No. 2 Task No. 3 Task No. 4 End When did the direction called "Artificial Intelligence" appear in computer science? A. In the 50s B. In the 60s C. In the 70s D. In the 80s Right Next Think Next What is a knowledge base? property of a particular object, about its relationship with other objects B. The knowledge base is a set of fundamental facts and rules in a particular subject area C. The knowledge base is D. The knowledge base is a development of a statement that has more generality than a fact. knowledge formalization methods for entering them into computer memory as a knowledge base What is reasoning modeling? A. Creation of computer programs, B. Development of methods that imitate the logic of human thinking in solving various problems. formalization of knowledge to enter them into computer soldering as a knowledge base. C. This is a model of human knowledge in D. This is an algorithm for a specific subject area. recorded in the language of the performer. What is a FACT? A. Any object consisting of B. This information about the composition and C. A message about a specific D. This is a certain order of many interconnected parts and the structure of the system, presented in a graphic existing as a whole. form. event and property of a particular object, its relationship with other objects. combining the elements that make up the system.

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