Many computer scientists would agree that had it not been for the
refinement of alpha-beta search, the emulation of high level
chess play would never have occurred. In this paper we study wider uses of chess programs and their potential use in education. In order to fullfill this objective we validate that computer chess programs and human instructors can synchronize to reach the student mind and heart. The arrival of computer chess programs as stronger than their human counterparts is defined not only by deeper search but the use of robust tunable user interfaces that provide immediate feedback to the developer and end user. We view the use of new technology in the classroom as following a cycle of four phases: observation, evaluation, management and deployment. Along these same lines the notion that weak chess players can interact with strong chess engines for chess feedback leading to deeper self-understanding beyond chess is a hypothesis little explored. Nevertheless, the opportunity now exists for such rich human and machine interaction to be observed, evaluated, managed and deployed.
|Keywords:||Chess, Computer Chess, Chess Engine, Chess in School, Chess Rating|
Full Professor, Computer Science Department, University of California, Santa Cruz, California, USA
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