三目並べ、チェス、ペグ・ソリティアなどのゲームが、いかにして現代のコンピュータの設計に影響を与えたか?(How Games like Tic-Tac-Toe, Chess, and Peg Solitaire Inspired Designs for the Modern Computer)

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2024-10-07 ニューヨーク大学 (NYU)

NYUの研究者サミュエル・ピゼロは、19世紀の数学者チャールズ・バベッジとエイダ・ラブレスが、ゲーム理論を使って現代のコンピュータの設計に貢献したと結論付けました。彼らは、確率計算やアルゴリズム、論理モデリングなどを、ゲームを通じてモデル化しました。バベッジの「解析機関」やAIチェスの先駆けもこれに基づいています。ピゼロは、ゲームがコンピュータ理論や技術革新に重要な影響を与えたと指摘しています。

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ゲームがコンピューターを作った バベッジ、ラヴレース、そしてルーディック時代の幕開け Games Built the Computer: Babbage, Lovelace and the Dawn of the Ludic Age

Samuel Pizelo
Game Studies  Published:September 2024

Abstract

This article argues that games were used as modeling technologies for the earliest symbolic computational device, the Analytical Engine of Charles Babbage and Ada Lovelace. Consequently, it is argued that the history of computing technology is one part of a longer history of games as modeling technologies. Before Babbage first wrote on the theory of computation in the 1820s, he had spent nearly a decade developing a “geometry of situation” through the study of games of skill, inspired by the work of German polymath Gottfried Wilhelm Leibniz. Babbage employed this new geometry to describe the operations of mechanical computers in space and over time in symbolic language. I argue that Babbage’s earlier study of games provided crucial tools and concepts for his later project of making a symbolic computational device. I also examine the discussion of games in Babbage and Lovelace’s earliest correspondence to argue that games continued to model crucial innovations in their design of the Analytical Engine. Examples of this include the use of punch card programs and the development of an “anticipating carry” to speed up computation. I demonstrate how Babbage and Lovelace relied on historically specific forms of games such as chess, solitaire and tic-tac-toe to develop a symbolic language describing the relationship between space, time and mechanism. This elemental correspondence between game form and computational architecture can provide computer game scholars with new ways of describing the relationship between computers and games. Recognizing the historical role of games as models foregrounds their ongoing epistemological influence.

1601コンピュータ工学
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