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图灵的首个模仿游戏:设计概念及人类近似机器的解读

Turing's First Imitation Game: Design Concepts and a Human-Approximates-Machine Reading

Sharon Temtsin, Christoph Bartneck

arXiv 2608.05558首次发表:更新:

发表机构

University of Canterbury(坎特伯雷大学)

机构由 AI 辅助整理,请以论文原文为准。

AI 中文总结

本文研究图灵1948年《智能机器》报告,识别其首个模仿游戏的设计概念,提出限制人类参赛者为棋艺较差者可使人类行为更近似机器,拓展了模仿游戏框架的应用场景。

AI 中文摘要

本文研究图灵1948年的报告《智能机器》,将其视为后续模仿游戏的重要概念来源。第一项贡献是识别并整合1948年基于国际象棋的模仿游戏背后的设计概念:智能机器可能犯错的可能性、无关物理特征的排除、人类裁判的作用,以及图灵提出的智力活动主要由搜索构成的主张。第二项贡献是论证将人类参赛者限制为棋艺较差的棋手,会提升智力搜索的作用,使人类行为更接近机器行为。这种解读将1948年的游戏呈现为人类近似机器的游戏,表明模仿游戏框架不仅可用于探究机器是否模仿人类,还能用于考察在特定任务约束下人类智力何时变得类似机器。

英文摘要

This paper examines Turing's 1948 report, "Intelligent Machinery", as an important conceptual source for the later imitation games. Its first contribution is to identify and integrate the design concepts underlying the 1948 chess-based imitation game: the possibility that intelligent machines may make mistakes, the exclusion of irrelevant physical features, the role of the human judge, and Turing's claim that intellectual activity consists mainly of search. The paper's second contribution is to argue that restricting the human contestant to a rather poor chess player increases the role of intellectual search and makes human behaviour more comparable to machine behaviour. This interpretation presents the 1948 game as a human-approximates-machine game and suggests that the imitation game framework can be used not only to ask whether machines imitate humans, but also to examine when human intelligence becomes machine-like under specific task constraints.

论文原文

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