Two Introductions to Cybernetics
Knowledge graph · Modelling and machines
Modelling and machines

Game-playing / heuristics

Programming machines to play games or solve problems by rough-and-ready rules (heuristics) rather than exhaustive procedure — an early road to machine intelligence.


In John F. Young, Cybernetics (1969)
Ch. 8 · Logic and Games

Young reviews chess machines from Torres y Quevedo's endgame automaton to Shannon's proposals, relaying Ashby's and Bellman's warning that chess is unrepresentative of real problems.

In F. H. George, Cybernetics (1971)
Ch. 6 · Digital Computers

George introduces heuristic programming — the use of human-like guesses and rules of thumb — as what lets computers go beyond strict decision procedures.


Builds on

Digital computer

Leads to

Artificial intelligence

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