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Aleksandr Brudno

From Wikipedia, the free encyclopedia

Aleksandr L'vovich Brudno (Alexander Lvovich Brudno) (Russian: Александр Львович Брудно) is a Russian computer scientist, best known for fully describing the alpha-beta (α-β) search algorithm.[1]

Contents

[edit] Biography

Brudno developed the "mathematics/machine interface" for the M-2 computer constructed in 1952 at the Krzhizhanovskii laboratory of the Institute of Energy of the Russian Academy of Sciences in the Soviet Union.[2][3] He was a great friend of Alexander Kronrod.

Brudno's work on alpha-beta was published in 1963 in Russian and English.

The algorithm was used in computer chess program written by Georgy Adelson-Velsky and others at the Institute for Theoretical and Experimental Physics (ITEF or ITEP). According to Monty Newborn and the Computer History Museum, the alogorithm was used later in Kaissa the world computer chess champion in 1974.

[edit] Early alpha-beta

Allen Newell and Herbert Simon who used what John McCarthy calls an "approximation"[4] in 1958 wrote that alpha-beta "appears to have been reinvented a number of times".[5] Arthur Samuels had an early version and Richards, Hart, Levine and/or Edwards found alpha-beta independently in the United States.[6][citation needed] McCarthy proposed similar ideas during the Dartmouth Conference in 1956 and suggested it to a group of his students including Alan Kotok at MIT in 1961.[7] Donald Knuth and Ronald W. Moore refined the algorithm In 1975[8][9] and it continued to be advanced.

[edit] See also

[edit] Notes

  1. ^ Marsland, T.A. (May 1987). Computer Chess Methods (PDF) from Encyclopedia of Artificial Intelligence. S. Shapiro (editor) 159-171. J. Wiley & Sons. Retrieved on 2006-12-21.
  2. ^ E.M. Landis, I.M. Yaglom, Remembering A.S. Kronrod, English translation by Viola Brudno. W. Gautschi (ed.) [written for Uspekhi Matematicheskikh Nauk, English publication Math. Intelligencer (2002), 22-30], available at Stanford University School of Engineering SCCM-00-01 (PostScript). Retrieved on 19 December 2006
  3. ^ Russian Virtual Computer Museum (1997-2006). The Fast Universal Digital Computer M-2. Retrieved on 2006-12-20.
  4. ^ McCarthy, John (LaTeX2HTML 27 November 2006). Human Level AI Is Harder Than It Seemed in 1955. Retrieved on 2006-12-20.
  5. ^ Newell, Allen and Herbert A. Simon (March 1976). "Computer Science as Empirical Inquiry: Symbols and Search". Communications of the ACM, Vol. 19, No. 3. Retrieved on 2006-12-21. 
  6. ^ Richards, D.J. and Hart, T.P. (4 December 1961 to 28 October 1963). The Alpha-Beta Heuristic (AIM-030). Massachusetts Institute of Technology. Retrieved on 2006-12-21.
  7. ^ Kotok, Alan (XHTML 3 December 2004). MIT Artificial Intelligence Memo 41. Retrieved on 2006-07-01.
  8. ^ * Knuth, D. E., and Moore, R. W. (1975). "An Analysis of Alpha-Beta Pruning". Artificial Intelligence Vol. 6, No. 4: 293-326. 
  9. ^ Abramson, Bruce (June 1989). "Control Strategies for Two-Player Games". ACM Computing Surveys, Vol. 21, No. 2. Retrieved on 2006-12-21. 

[edit] References

  • Brudno, A.L. (1963). "Bounds and valuations for shortening the search of estimates". Problemy Kibernetiki (10) 141–150 and Problems of Cybernetics (10) 225–241. 


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