PELIT, TIETOKONE JA IHMINEN

FOREWORD

It is estimated that more than fifty percent of the overall computer usage today is spent on game playing. The computer game industy has surpassed the turnover of motion picture industry. The societal and economic impact of the game-related sector of digital media and culture is considerable and expected to continue to grow. To promote the discussion on the social concerns and economic and industrial opportunities, the Finnish Artificial Intelligence Society and the Media Lab of the University of Art and Design decided to organize the symposium "Games, Computers and People". This volume contains the papers presented at the symposium, held on 19 May 1999, reviewing the state of the art of computer games and the future prospects as well as sociological, philosophical and cognitive aspects. The publishers were also happy to include in print the talk given by one of the developers of Deep Blue with the title "How Did a Computer Beat Garri Kasparov?" In addition, the volume contains an extensive review of the history of game playing, game theory and computer games.

Warm thanks are due to all who contributed to the organization of the event, members of program committee, speakers, authors, and participants as well as to Jouko Seppänen who originated the idea of the symposium. I also express my thanks to the those who helped in editing, publicity, and organization of the exhibition.

We are particularly grateful to Dr. Murray Campbell for the opportunity to include his lecture that discusses one of the milestones in the history of chess, computer game playing and artificial intelligence. Thanks are also due to Thomas Freundlich and Suso Kolesnik from IBM Finland for inviting Dr. Campbell to Finland and for the arrangements that enabled the publication of his lecture.

Timo Honkela, Helsinki, 10 May 1999