|dc.description.abstract||Four ex1st1ng Knowledge-representations for the computat1on
of s1m1lar functions 1n a chess endgame were 1mplemented on the
same computer 1n the same language. They are compared w1th
respect to effic1ency regard1ng time-space requirements.
Three of these programs were then paraphrased 1nto English
and all four were studied for their feasibility as 'open book'
advice texts for the human beginner in chess. A formally verified
set of rules was also tested for its suitability as an advice
text. The possible effectiveness of these advice texts in
'closed book' form is considered.
The above experiments comprise a case study of a phenomenon
known as the "human window". This phenomenon mot1vated an
analysis of four documented instances of mismatch between human
and machine representations. These are:
Three Mile Island
II Air Traffic Control,
III NORAD Mil1tary Computer System,
IV The Hoogoven Royal Dutch Steel automation failure||en
|dc.publisher||The University of Edinburgh||en
|dc.title||Human and Machine Representations of Knowledge||en
|dc.type||Thesis or Dissertation||en
|dc.type.qualificationname||PhD Doctor of Philosophy||en