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2007年华东交通大学体验英语节英语应用技能(翻译与摘要写作)比赛专帖!!!

2007年华东交通大学体验英语节英语应用技能(翻译与摘要写作)比赛专帖!!!

为了给同学们提供机会提高和展示自己应用英语的能力,结合我校以工科为主的学科特点,我们特举办此次科技类文章翻译兼摘要写作大赛。希望有志之才在此舞台展现自己最佳的风采。
参赛对象:全校大二、三、四年级学生(含英语专业)
参赛内容:英译汉并根据全文内容写一篇100字左右的英文摘要
截稿日期:2007年5月8日 下午5:00
交稿方式:将译文与摘要用A4纸打印,并将打印稿交至外国语学院办公室(7-419)翻译大赛投稿箱,同时将学院、班级、姓名、学号、联系方式、比赛类别以封面的形式注明。
评比方式:特等奖1名
一等奖2名
二等奖4名
三等奖8名
优秀奖12名
翻译原稿请在学校日新网站上下载,或在外国语学院网站下载。




参赛译文如下:
Artificial Intelligence in the Game of Go
By Katie Hafner
Early in the film “A Beautiful Mind”, the mathematician John Nash is seen sitting in a Princeton courtyard, hunched over a playing board covered with small black and white pieces that look like pebbles. He was playing Go, an ancient Asian game. Frustration at losing that game inspired the real Nash to pursue the mathematics of game theory, research for which he eventually was awarded a Nobel Prize.
In recent years, computer experts, particularly those specializing in artificial intelligence, have felt the same fascination and frustration. Programming other board games has been a relative snap. Even chess has succumbed to the power of the processor. Five years ago, a chess-playing computer called Deep Blue not only beat but thoroughly humbled Garry Kasparov, the world champion at that time. That is because chess, while highly complex, can be reduced to a matter of brute force computation. Go is different. Deceptively easy to learn, either for a computer or a human, it is a game of such depth and complexity that it can take years for a person to become a strong player. To date,no computer has been able to achieve a skill level beyond that of the casual player.
The game is played on a board divided into a grid of 19 horizontal and 19 vertical lines. Black and white pieces called stones are placed one at a time on the grid’s intersections. The object is to acquire and defend territory by surrounding it with stones. Programmers working on Go see it as more accurate than chess in reflecting the ways the human mind works. The challenge of programming a computer to mimic that process goes to the core of artificial intelligence, which involves the study of learning and decision-making, strategic thinking, knowledge representation, pattern recognition and perhaps most intriguingly, intuition.
Danny Hillis, a computer designer and chairman of the technology company Applied Minds, said the depth of Go made it ripe for the kind of scientific progress that came from studying one example in great detail. “We want the equivalent of a fruit fly to study,” Hillis said. “Chess was the fruit fly for studying logic. Go may be the fruit fly for studying intuition.”
Along with intuition, pattern recognition is a large part of the game.
While computers are good at crunching numbers, people are naturally good at matching patterns. Humans can recognize an acquaintance at a glance, even from the back.
Daniel Bump, a mathematics professor at Stanford, works on a program called GNU Go in his spare time. “You can very quickly look at a chess game and see if there's some major issue,” he said. But to make a decision in Go, he said, players must learn to combine their pattern-matching abilities with the logic and knowledge they have accrued in years of playing.
One measure of the challenge the game poses is the performance of Go computer programs. The past five years have yielded incremental improvements but no breakthroughs, said David Fotland, a programmer and chip designer in San Jose, California, who created and sells The Many Faces of Go, one of the few commercial Go programs.
Part of the challenge has to do with processing speed. The typical chess program can evaluate about 300,000 positions in a second, and Deep Blue was able to evaluate some 200 million positions in a second. By mid-game, most Go programs can evaluate only a couple of dozen positions each second, said Anders Kierulf, who wrote a program called SmartGo.
In the course of a chess game, a player has an average of 25 to 35 moves available. In Go, on the other hand, a player can choose from an average of 240 moves. A Go-playing computer would need about 30,000 years to look as far ahead as Deep Blue can with chess in three seconds, said Michael Reiss, a computer scientist in London. But the obstacles go deeper than processing power. Not only do Go programs have trouble evaluating positions quickly; they have trouble evaluating them correctly. Nonetheless, the allure of computer Go increases as the difficulties it poses encourages programmers to advance basic work in artificial intelligence.
“We think we have the basics of what we do as humans down pat,” Bump said. “We get up in the morning and make breakfast, but if you tried to program a computer to do that, you’d quickly find that what’s simple to you is incredibly difficult for a computer.”
The same is true for Go. “When you’re deciding what variations to consider, your subconscious mind is pruning,” he said. “It’s hard to say how much is going on in your mind to accomplish this pruning, but in a position on the board where I’d look at 10 variations, the computer has to look at thousands, maybe a million positions to come to the same conclusions, or to wrong conclusions.”
Reiss, an expert in neural networks, compared a human being’s ability to recognize a strong or weak position in Go with the ability to distinguish between an image of a chair and one of a bicycle. Both tasks, he said are hugely difficult for a computer. For that reason, Fotland said, “writing a strong Go program will teach us more about making computers think like people than writing a strong chess program.”

[ 本帖最后由 外语协会 于 2007-4-10 22:34 编辑 ]
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大二以上的同学可以尽自己的能力 翻译
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奉命顶贴~```
佯装着自己不痛不痒。

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呵呵
LS的怎么是奉命呢?
相信你,请也相信我!

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她是按照组织上的要求来顶帖子的
协会主页:http://www.5jia1.com/g/language

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呵呵,来顶帖子也不要就"来顶贴"吧
相信你,请也相信我!

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英语专业的也参加,我们普通学生难度挺大的。

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引用:
原帖由 外语协会 于 2007-3-29 15:02 发表
她是按照组织上的要求来顶帖子的
我可不是外协的人哦
只是奉命而已```
佯装着自己不痛不痒。

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引用:
原帖由 若隐若现 于 2007-3-29 17:08 发表
英语专业的也参加,我们普通学生难度挺大的。
重在参与,其实不是这样的。评委到时候也会考虑大家的专业问题的。
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只要大家积极参与,成功就在你的手中!just be yourself!
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偶也想参加
可惜没资格

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你是大一的吗?
协会主页:http://www.5jia1.com/g/language

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专业英语的同学们都来顶一个。
终于到我们show的时候了!

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积极参加 就当是一个翻译的作业了

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我翻译了一些  我觉得还是有些难度    特别是in the Game of Go   大家觉得怎样翻译这个好哦?
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标题的意思是:围棋中的人工智能

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哦   是这个大的方向
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段落好乱啊,弄好不行啊????

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人工智能的吗
还是不参加了,呵呵,我 水平不行
--
    _QoQ_
  /       \   粉红小肥猪,有点儿累,总想睡
^|  . .  |^   
  ( (o o) )   
--/ ~~~ \--  
  (_a___a_)@       我是快乐的小肥猪

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具体的内容(重新排版)

Artificial Intelligence in the Game of Go
                                         By Katie Hafner


Early in the film “A Beautiful Mind”, the mathematician John Nash is seen sitting in a Princeton courtyard, hunched over a playing board covered with small black and white pieces that look like pebbles. He was playing Go, an ancient Asian game. Frustration at losing that game inspired the real Nash to pursue the mathematics of game theory, research for which he eventually was awarded a Nobel Prize.

In recent years, computer experts, particularly those specializing in artificial intelligence, have felt the same fascination and frustration. Programming other board games has been a relative snap. Even chess has succumbed to the power of the processor. Five years ago, a chess-playing computer called Deep Blue not only beat but thoroughly humbled Garry Kasparov, the world champion at that time. That is because chess, while highly complex, can be reduced to a matter of brute force computation. Go is different. Deceptively easy to learn, either for a computer or a human, it is a game of such depth and complexity that it can take years for a person to become a strong player. To date,no computer has been able to achieve a skill level beyond that of the casual player.

The game is played on a board divided into a grid of 19 horizontal and 19 vertical lines. Black and white pieces called stones are placed one at a time on the grid’s intersections. The object is to acquire and defend territory by surrounding it with stones. Programmers working on Go see it as more accurate than chess in reflecting the ways the human mind works. The challenge of programming a computer to mimic that process goes to the core of artificial intelligence, which involves the study of learning and decision-making, strategic thinking, knowledge representation, pattern recognition and perhaps most intriguingly, intuition.

Danny Hillis, a computer designer and chairman of the technology company Applied Minds, said the depth of Go made it ripe for the kind of scientific progress that came from studying one example in great detail. “We want the equivalent of a fruit fly to study,” Hillis said. “Chess was the fruit fly for studying logic. Go may be the fruit fly for studying intuition.”

Along with intuition, pattern recognition is a large part of the game.

While computers are good at crunching numbers, people are naturally good at matching patterns. Humans can recognize an acquaintance at a glance, even from the back.

Daniel Bump, a mathematics professor at Stanford, works on a program called GNU Go in his spare time. “You can very quickly look at a chess game and see if there's some major issue,” he said. But to make a decision in Go, he said, players must learn to combine their pattern-matching abilities with the logic and knowledge they have accrued in years of playing.

One measure of the challenge the game poses is the performance of Go computer programs. The past five years have yielded incremental improvements but no breakthroughs, said David Fotland, a programmer and chip designer in San Jose, California, who created and sells The Many Faces of Go, one of the few commercial Go programs.

Part of the challenge has to do with processing speed. The typical chess program can evaluate about 300,000 positions in a second, and Deep Blue was able to evaluate some 200 million positions in a second. By mid-game, most Go programs can evaluate only a couple of dozen positions each second, said Anders Kierulf, who wrote a program called SmartGo.

In the course of a chess game, a player has an average of 25 to 35 moves available. In Go, on the other hand, a player can choose from an average of 240 moves. A Go-playing computer would need about 30,000 years to look as far ahead as Deep Blue can with chess in three seconds, said Michael Reiss, a computer scientist in London. But the obstacles go deeper than processing power. Not only do Go programs have trouble evaluating positions quickly; they have trouble evaluating them correctly. Nonetheless, the allure of computer Go increases as the difficulties it poses encourages programmers to advance basic work in artificial intelligence.

“We think we have the basics of what we do as humans down pat,” Bump said. “We get up in the morning and make breakfast, but if you tried to program a computer to do that, you’d quickly find that what’s simple to you is incredibly difficult for a computer.”

The same is true for Go. “When you’re deciding what variations to consider, your subconscious mind is pruning,” he said. “It’s hard to say how much is going on in your mind to accomplish this pruning, but in a position on the board where I’d look at 10 variations, the computer has to look at thousands, maybe a million positions to come to the same conclusions, or to wrong conclusions.”

Reiss, an expert in neural networks, compared a human being’s ability to recognize a strong or weak position in Go with the ability to distinguish between an image of a chair and one of a bicycle. Both tasks, he said are hugely difficult for a computer. For that reason, Fotland said, “writing a strong Go program will teach us more about making computers think like people than writing a strong chess program.”
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