E-Book, Englisch, 105 Seiten
Reihe: Classics To Go
Leiber Pipe Dream and three more stories
1. Auflage 2022
ISBN: 978-3-98744-642-9
Verlag: OTB eBook publishing
Format: EPUB
Kopierschutz: 0 - No protection
E-Book, Englisch, 105 Seiten
Reihe: Classics To Go
ISBN: 978-3-98744-642-9
Verlag: OTB eBook publishing
Format: EPUB
Kopierschutz: 0 - No protection
This is a great collection of action short stories by Fritz Leiber from The Golden Age of Science Fiction. Featured here: Pipe Dream, Coming Attraction, The 64-Square Madhouse, and The Last Letter.
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The 64-Square Madhouse
The machine was not perfect. It
could be tricked. It could make
mistakes. And—it could learn! Silently, so as not to shock anyone with illusions about well dressed young women, Sandra Lea Grayling cursed the day she had persuaded the Chicago Space Mirror that there would be all sorts of human interest stories to be picked up at the first international grandmaster chess tournament in which an electronic computing machine was entered. Not that there weren't enough humans around, it was the interest that was in doubt. The large hall was crammed with energetic dark-suited men of whom a disproportionately large number were bald, wore glasses, were faintly untidy and indefinably shabby, had Slavic or Scandinavian features, and talked foreign languages. They yakked interminably. The only ones who didn't were scurrying individuals with the eager-zombie look of officials. Chess sets were everywhere—big ones on tables, still bigger diagram-type electric ones on walls, small peg-in sets dragged from side pockets and manipulated rapidly as part of the conversational ritual and still smaller folding sets in which the pieces were the tiny magnetized disks used for playing in free-fall. There were signs featuring largely mysterious combinations of letters: FIDE, WBM, USCF, USSF, USSR and UNESCO. Sandra felt fairly sure about the last three. The many clocks, bedside table size, would have struck a familiar note except that they had little red flags and wheels sprinkled over their faces and they were all in pairs, two clocks to a case. That Siamese-twin clocks should be essential to a chess tournament struck Sandra as a particularly maddening circumstance. Her last assignment had been to interview the pilot pair riding the first American manned circum-lunar satellite—and the five alternate pairs who hadn't made the flight. This tournament hall seemed to Sandra much further out of the world. Overheard scraps of conversation in reasonably intelligible English were not particularly helpful. Samples: "They say the Machine has been programmed to play nothing but pure Barcza System and Indian Defenses—and the Dragon Formation if anyone pushes the King Pawn." "Hah! In that case...." "The Russians have come with ten trunkfuls of prepared variations and they'll gang up on the Machine at adjournments. What can one New Jersey computer do against four Russian grandmasters?" "I heard the Russians have been programmed—with hypnotic cramming and somno-briefing. Votbinnik had a nervous breakdown." "Why, the Machine hasn't even a Haupturnier or an intercollegiate won. It'll over its head be playing." "Yes, but maybe like Capa at San Sebastian or Morphy or Willie Angler at New York. The Russians will look like potzers." "Have you studied the scores of the match between Moon Base and Circum-Terra?" "Not worth the trouble. The play was feeble. Barely Expert Rating." Sandra's chief difficulty was that she knew absolutely nothing about the game of chess—a point that she had slid over in conferring with the powers at the Space Mirror, but that now had begun to weigh on her. How wonderful it would be, she dreamed, to walk out this minute, find a quiet bar and get pie-eyed in an evil, ladylike way. "Perhaps mademoiselle would welcome a drink?" "You're durn tootin' she would!" Sandra replied in a rush, and then looked down apprehensively at the person who had read her thoughts. It was a small sprightly elderly man who looked like a somewhat thinned down Peter Lorre—there was that same impression of the happy Slavic elf. What was left of his white hair was cut very short, making a silvery nap. His pince-nez had quite thick lenses. But in sharp contrast to the somberly clad men around them, he was wearing a pearl-gray suit of almost exactly the same shade as Sandra's—a circumstance that created for her the illusion that they were fellow conspirators. "Hey, wait a minute," she protested just the same. He had already taken her arm and was piloting her toward the nearest flight of low wide stairs. "How did you know I wanted a drink?" "I could see that mademoiselle was having difficulty swallowing," he replied, keeping them moving. "Pardon me for feasting my eyes on your lovely throat." "I didn't suppose they'd serve drinks here." "But of course." They were already mounting the stairs. "What would chess be without coffee or schnapps?" "Okay, lead on," Sandra said. "You're the doctor." "Doctor?" He smiled widely. "You know, I like being called that." "Then the name is yours as long as you want it—Doc." Meanwhile the happy little man had edged them into the first of a small cluster of tables, where a dark-suited jabbering trio was just rising. He snapped his fingers and hissed through his teeth. A white-aproned waiter materialized. "For myself black coffee," he said. "For mademoiselle rhine wine and seltzer?" "That'd go fine." Sandra leaned back. "Confidentially, Doc, I was having trouble swallowing ... well, just about everything here." He nodded. "You are not the first to be shocked and horrified by chess," he assured her. "It is a curse of the intellect. It is a game for lunatics—or else it creates them. But what brings a sane and beautiful young lady to this 64-square madhouse?" Sandra briefly told him her story and her predicament. By the time they were served, Doc had absorbed the one and assessed the other. "You have one great advantage," he told her. "You know nothing whatsoever of chess—so you will be able to write about it understandably for your readers." He swallowed half his demitasse and smacked his lips. "As for the Machine—you do know, I suppose, that it is not a humanoid metal robot, walking about clanking and squeaking like a late medieval knight in armor?" "Yes, Doc, but...." Sandra found difficulty in phrasing the question. "Wait." He lifted a finger. "I think I know what you're going to ask. You want to know why, if the Machine works at all, it doesn't work perfectly, so that it always wins and there is no contest. Right?" Sandra grinned and nodded. Doc's ability to interpret her mind was as comforting as the bubbly, mildly astringent mixture she was sipping. He removed his pince-nez, massaged the bridge of his nose and replaced them. "If you had," he said, "a billion computers all as fast as the Machine, it would take them all the time there ever will be in the universe just to play through all the possible games of chess, not to mention the time needed to classify those games into branching families of wins for White, wins for Black and draws, and the additional time required to trace out chains of key-moves leading always to wins. So the Machine can't play chess like God. What the Machine can do is examine all the likely lines of play for about eight moves ahead—that is, four moves each for White and Black—and then decide which is the best move on the basis of capturing enemy pieces, working toward checkmate, establishing a powerful central position and so on." "That sounds like the way a man would play a game," Sandra observed. "Look ahead a little way and try to make a plan. You know, like getting out trumps in bridge or setting up a finesse." "Exactly!" Doc beamed at her approvingly. "The Machine is like a man. A rather peculiar and not exactly pleasant man. A man who always abides by sound principles, who is utterly incapable of flights of genius, but who never makes a mistake. You see, you are finding human interest already, even in the Machine." Sandra nodded. "Does a human chess player—a grandmaster, I mean—ever look eight moves ahead in a game?" "Most assuredly he does! In crucial situations, say where there's a chance of winning at once by trapping the enemy king, he examines many more moves ahead than that—thirty or forty even. The Machine is probably programmed to recognize such situations and do something of the same sort, though we can't be sure from the information World Business Machines has released. But in most chess positions the possibilities are so very nearly unlimited that even a grandmaster can only look a very few moves ahead and must rely on his judgment and experience and artistry. The equivalent of those in the Machine is the directions fed into it before it plays a game." "You mean the programming?" "Indeed yes! The programming is the crux of the problem of the chess-playing computer. The first practical model, reported by Bernstein and Roberts of IBM in 1958 and which looked four moves ahead, was programmed so that it had a greedy worried tendency to grab at enemy pieces and to retreat its own whenever they were attacked. It had a personality like that of a certain kind of chess-playing dub—a dull-brained woodpusher afraid to take the slightest risk of losing material—but a dub who could almost always beat an utter novice. The WBM machine here in the hall operates about a million times as fast. Don't ask me how, I'm no physicist, but it depends on the new transistors and something they call hypervelocity, which in turn depends on keeping parts of the Machine at a temperature near absolute zero. However, the result is that the Machine can see eight moves ahead and is capable of being programmed much more craftily." "A million times as fast as the first machine, you say, Doc? And yet it only sees twice as many moves ahead?" Sandra objected. "There is a geometrical progression involved there," he told her with a smile. "Believe me, eight moves ahead is a lot of moves when you remember that the Machine is errorlessly examining every one of thousands of...




