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雙語暢銷書《艾倫圖靈傳》第9章:退隱山林(131)

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More strictly, all but the Manchester and Toronto machines were of a slightly modified design, the Mark I.

ing-bottom: 70.63%;">雙語暢銷書《艾倫圖靈傳》第9章:退隱山林(131)

嚴格來說,除了曼徹斯特大學和多倫多大學的兩臺機器之外,其它幾臺後來又有一些改進,所以應該叫馬克1號改進版。

Meanwhile D.G. Prinz, who worked for Ferranti, quite independently programmed the Manchester computer to solve two-move chess problems.

與此同時,弗蘭蒂公司的D·G·普林茲,獨立地計劃用曼徹斯特計算機來解決兩步深度的國際象棋問題。

But this would have been of minimal interest to Alan; given that a solution exists it is simply a matter of patience to run through every possibility until it is found.

但是圖靈對此不感興趣。列出所有的着法,逐個試驗每一種可能,找到其中最優的着法,這隻需要耐心就夠了。

Unless it gave an idea of how the brain did it, or some feel of 'pitting one's wits' against the machine, the problem of doing the programming, however ingenious, would have had little appeal for him.

一個程序,除非能體現大腦的思維過程,否則無論多麼巧妙,都無法吸引圖靈。

As in 1941, he was not interested in chess in itself, but as a model for thought.

正如1941年那樣,圖靈感興趣的,並不是象棋本身,而是人腦的思維過程。

In this game three piles of matches are laid out, and two players take turns to remove as many matches as they please from any one pile.

這個遊戲有三堆火柴,兩名玩家輪流選擇一堆,從這一堆中挪走任意數量的火柴。

The player who removes the last match is the winner.

挪走最後一根火柴的人就是贏家。

Until his death in 1975, Christopher Strachey was to be a central innovative figure in British computing, and his draughts-playing program seminal in the study of 'machine intelligence'.

斯特拉齊從此成爲英國計算機和機器智能領域的核心人物,直到1975年去世。

Alan was introduced to Angus Wilson at Cambridge by Robin Gandy.

圖靈在劍橋時,經羅賓介紹,認識了安格斯·威爾遜。

Although Angus Wilson had worked at Bletchley, he had not met Alan there.

安格斯後來也在布萊切利工作,但他們在那裏卻從未遇見過。

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