Asymmetrical Psychology: Computers Use Knights Better Than Humans

e. Chess players have the most trouble visualizing the moves of knights because their move is unlike anything else in the game, an L-shaped hop instead of a predictable straight line like the other pieces. Computers, of course, don't visualize anything at all, and so manage every piece with equal skill. I believe it was Bent Larsen, the first GM victim of a computer in tournament play, who stated that computers dropped a few hundred rating points if you eliminated their knights. This is an exaggeration, but it certainly seemed that way sometimes. There is a similar effect with the queen, by far the most powerful piece. On an open board, that is, one mostly uncluttered by pawns, the queen can reach nearly every square in just a move or two. This raises the level of complexity dramatically, something computers manage far better than humans. Facing a computer with a queen and knight in an open position near your king is a horror fit for a Stephen King novel.

Notes:

Folksonomies: computational thinking asymmetrical psychology

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 Deep Thinking: Where Machine Intelligence Ends and Human Creativity Begins
Books, Brochures, and Chapters>Book:  Kasparov, Garry (201752), Deep Thinking: Where Machine Intelligence Ends and Human Creativity Begins, Retrieved on 2019-03-10
Folksonomies: artificial intelligence automation ai