• Publications
  • Influence
Advances in Man-Machine Play
In 1968, Mac Hack Six (Greenblatt, Eastlake and Crocker 1967) became the first program to compete at the level of the average U.S. tournament player. At that time few people took the entry ofExpand
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THE BRATKO-KOPEC EXPERIMENT: A COMPARISON OF HUMAN AND COMPUTER PERFORMANCE IN CHESS
ABSTRACT Recently the best computer programs have demonstrated the ability to hold their own against grandmasters in blitz play and in tournament play have been able to obtain ratings just below theExpand
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Human Errors in Medical Practice: Systematic Classification and Reduction with Automated Information Systems
TLDR
We review the general nature of human error(s) in complex systems and then focus on issues raised by Institute of Medicine report in 1999. Expand
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Pattern-Based Representation of Chess End-Game Knowledge
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Artificial Intelligence in the 21st Century
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A taxonomy of concepts for evaluating chess strength
TLDR
The authors present a taxonomy of positions in chess that require special knowledge to achieve maximum result. Expand
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Revisiting novice programmer errors
TLDR
In this paper we present an expanded classification of the types of error types typically made by novices, including nested loops, arrays, recursion and functions. Expand
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The History of Computer Games
TLDR
1989: Gerald Tesauro’s neural network-based Neurogammon, which was trained with a database of games played by expert human players, won the backgammon championship at the 1989 International Computer Olympiad. Expand
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SmartTutor: a unified approach for enhancing science education
TLDR
SmartTutor is an on-line tutoring site created to help students in a number of gateway science courses. Expand
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Additional References
  • D. Kopec
  • Computer Science
  • J. Int. Comput. Games Assoc.
  • 1994
  • 289
  • PDF
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