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考研英語閱讀理解精讀100篇unit44
Unit 44
Just over 20 years ago, IBM introduced the PC jr. Derided as awkward and underpowered, the PC jr. never caught on with kids or parents. But then again, IBM didn't have the Mouse behind it.
Backed by a posse of Mickey, Minnie, and Pluto, the Walt Disney Co. is looking to do what IBM never could: successfully market a computer system designed specifically for kids. The Disney Dream Desk PC ($600) and its complementary big-eared, 14.1-inch monitor ($300) are aimed at kids ranging from 6 to 12 years old. But even though the system is embellished with images of Mickey and software featuring Donald Duck and Goofy, the Dream Desk is more than a toy.
Using Microsoft Windows XP, the Disney system is based on an Intel Celeron D processor and comes with a 40-gigabyte hard drive plus a combination CD burner and DVD player--serious enough hardware to manage games or homework. As an added feature, there's a stylus that sits in a cradle built into the keyboard. The stylus is a more comfortable pointing device than a mouse for little hands, and it also lets children create their own digital sketches.
Teaching tool. On the software side, Disney has included a trio of creativity programs called Disney Flix, Pix, and Mix that lets kids create their own movies, add Disney characters to digital pictures, and compose music. For parents worried about the World Wild Web, Disney has included a ContentProtect program that prevents curious tykes from visiting sites you'd rather they not view. And if you suspect they are using the Net more for games than research, the program will even track your children's surfing and report back to you.
By and large, the Disney system succeeds with the Dream Desk. Design elements like the monitor's mouseketeer ears, which conceal speakers, certainly grabbed my 22-month-old daughter's attention. But while she may have enjoyed "playing with Mickey," parents may wonder if computers for kids are a help or hindrance when it comes to learning. "The danger is that people tend to replace actual human instruction with these computers," says Reid Lyon, chief of the Child Development and Behavior Branch of the National Institute of Child Health and Human Development at the National Institutes of Health. According to Lyon, computers are a fine tool to help kids learn--as long as there's parental participation.
Parents looking for educational titles on the Dream Desk will have to shop elsewhere. Furthermore, the total system price is about $150 more than comparably equipped plain-Jane PC s, and some elements of the Disney PC could be improved. Making the LCD monitor touch sensitive would be a nice addition for kids, as would a clear cover to protect the screen from sticky little fingers. In addition, some parents may bridle at the brazen commercialism of having a large orange button on the system's keyboard that takes kids directly to Disney's $9.95-a-month Toontown online game.
On the other hand, what parent hasn't succumbed to a son or daughter's desire for a SpongeBob toy, Spiderman lunchbox, or Dora backpack? And while this PC may have big ears, it's not just some Mickey Mouse computer.
注(1):本文選自U.S. News & World Report; 10/18/2004, p87-87, 2/3p, 1c;
注(2):本文習題命題模仿對象2004年真題Text 1(個別題目稍做調整);
1. How can the Walt Disney Co. make a computer system popular with the kids?
[A]The images of the Walt Disney Co. are deeply rooted in kids’ heart.
[B]The Dream Desk is just like a super toy.
[C]The computer system is designed specifically for kids.
[D]Kids can use the computer system for games and doing homework.
2. Which of the following is not the description of the Dream Desk?
[A]Learning and playing are perfectly combined in this computer system.
[B]The hardware is enough for the use of a kid.
[C]The software takes the kids’ needs and parents’ worry into consideration.
[D]The Dream Desk decorated with the image of Mickey catches the kids’ eyes.
3. How can the parents take full advantage of the computer in the learning of their kids?
[A]Not allowing the kids to visit the inappropriate web sites.
[B]Using the computer to arouse kids’ interest in learning.
[C]Fully exploring the potential function of the computer.
[D]Working together with their kids.
4. Which of the following is not true according to Paragraph 6?
[A]The Dream Desk does not have price advantage.
[B]The Dream Desk has been equipped with sensitive LCD monitor and a clear cover.
[C]Some parents have offensive feelings toward the orange button indicating commercialism.
[D]The computer system fails to cater for all the parents.
5. What can we learn from the last paragraph?
[A]The big ears make this PC look like a big toy that many kids long for.
[B]Parents always try their best to satisfy their kids’ needs.
[C]Parents find it difficult to refuse to buy their kids such toys as Mickey Mouse computer.
[D]Mickey Mouse computer is a computer, rather than a toy.
答案:CADBC
篇章剖析
本文詳細介紹了由華特迪斯尼公司推出的專為孩子設計的米老鼠電腦。第一段指出IBM電腦未在孩子和家長中流行起來;第二段指出華特迪斯尼公司正期望做IBM永遠不可能做的事:成功地銷售專門為孩子設計的計算機系統(tǒng)“迪斯尼夢想臺式個人電腦”;第三段指出這款電腦的配置;第四段指出這款電腦的教學功能;第五段指出電腦如何較好地履行其學習工具共能;第六段指出“夢想電腦”的一些不足之處;最后一段指出父母很難拒絕為他們的孩子購買這一看似大玩具的電腦。
詞匯注釋
deride [] vt. (及物動詞) 嘲笑,愚弄,以輕蔑的態(tài)度說話或對待
awkward[] adj. (手腳)不靈巧的;不熟練的;(動作或表情)笨拙的; 難看的; 粗野的;不協(xié)調的;沒有風度的;不好使用的; 使人感到麻煩的; 難應付的, 棘手的;困難的, 危險的
underpowered [] adj. 動力不足的,由動力不足的發(fā)動機驅動的
catch on vt. vi. 抓牢,理解;[口]投合人心, 受人歡迎,流行;變得風行
posse [] n. 武裝隊;一隊(警察);(臨時組織起來的)一群人;[口]烏合之眾, 暴徒;可能性;潛在力
look to v. 期望;看似將要;許諾做
embellish [] vt. 美化;裝飾;加細節(jié);潤色;
The door of the old church was embellished with decorations. 老教堂的門是用雕飾美化的。
Goofy高飛,迪斯尼卡通中既笨拙、多言、好奇又善良角色迪斯尼卡通人物,以宮廷騎士長官的身份出現(xiàn)在影片中。
trio .[] n. 三個(或人)一組,三件套
tyke (也作tike) [taik] n. 小孩子,尤指小男孩
by and large adv. 大體上, 基本上
succeed with vi. 在...上獲得成功
hindrance [] n. 妨害, 障礙, 干擾, 延[停]滯;障礙物, 起妨礙作用的人[物];
comparable [] adj. 可相比(with); 比得上的(to);類似的;可供比較的,相對照的;相對等的
bridle [] at vi. 輕視,瞧不起
brazen [] adj. 聲音響而刺耳的;厚顏無恥的
succumb [] vi. (常與to連用) (向強大力量或向強烈欲望)屈服,屈從;服從
難句突破
1.Making the LCD monitor touch sensitive would be a nice addition for kids, as would a clear cover to protect the screen from sticky little fingers.
主體句式:Making … would be a nice addition for kids …
結構分析:現(xiàn)在分詞結構“making the LCD monitor touch sensitive”做本句的主語;連詞“as”的意思是“如同,正如”;動詞短語“protect … from”的意思是“保護…使不遭受”。本句使用的是虛擬語氣,“would be”暗示與現(xiàn)在事實相反。
句子譯文:對孩子而言,正如使用屏?梢员Wo屏幕不被小孩子粘乎乎的小手弄臟一樣,把液晶顯示器做得觸摸起來很敏感或許是個很好的附加功能。
2.On the other hand, what parent hasn't succumbed to a son or daughter's desire for a SpongeBob toy, Spiderman lunchbox, or Dora backpack?
主體句式:what parent hasn't succumbed to …desire …?
結構分析:“what”的意思是“what kind of ”,“succumb to”的意思是“(向強大力量或向強烈欲望)屈服,屈從;服從”。本句的意思是“All parents succumb to a son or daughter's desire for a SpongeBob toy, Spiderman lunchbox, or Dora backpack”。
句子譯文:什么樣的父母會不滿足兒子或女兒想得到一件“海綿波波”玩具、一個蜘蛛俠餐盒或多拉背包的愿望呢?
題目分析
1.答案為C,屬推理判斷題。從文章中我們知道這款電腦是專為孩子量身打造的,獨特的米老鼠外形,設置的功能等都是專為孩子考慮的,因此也深受孩子的喜愛。
2. 答案為A,屬事實細節(jié)題。句子“But while she may have enjoyed "playing with Mickey," parents may wonder if computers for kids are a help or hindrance when it comes to learning.”表達了家長為孩子在電腦玩與學方面的擔憂,暗示了電腦在玩與學方面并不是一個完美的結合。
3. 答案為D,屬事實細節(jié)題。原文對應信息是“According to Lyon, computers are a fine tool to help kids learn--as long as there's parental participation.”。
4. 答案為B,屬事實細節(jié)題。做對本題的關鍵是對句子“Making the LCD monitor touch sensitive would be a nice addition for kids, as would a clear cover to protect the screen from sticky little fingers.”的正確理解。這個句子使用的是虛擬語氣,表示的是與現(xiàn)在事實相反的狀況。這個句子是對前一句“some elements of the Disney PC could be improved.”的補充說明。選項A在文中對應的信息是“the total system price is about $150 more than comparably equipped plain-Jane PC s”;選項C對應的信息是“some parents may bridle at the brazen commercialism of having a large orange button on the system's keyboard that takes kids directly to Disney's $9.95-a-month Toontown online game.”,“bridle at”的意思是“輕視,瞧不起”;正因為有的父母瞧不起這種厚顏無恥的重商主義,選項D也是正確的。
5. 答案為C,屬推理判斷題。本題的關鍵是要理解句子“what parent hasn't succumbed to a son or daughter's desire for a SpongeBob toy, Spiderman lunchbox, or Dora backpack?”的含義。這句話的意思是“什么樣的父母會不滿足兒子或女兒想得到一件“海綿波波”玩具、一個蜘蛛俠餐盒或多拉背包的愿望呢?”,言外之意是父母都會滿足孩子想要玩具的心愿。因為這種電腦配有“大耳朵”,所以它也是一個大玩具,而不只是一臺米老鼠計算機了。這樣,做父母的也就很難拒絕孩子想要一個大玩具計算機的愿望了。
參考譯文
20多年前,IBM公司推出了初級個人電腦。這種電腦被人們嘲諷為笨拙而且動力不足,從未在小孩或父母中間流行起來。但IBM當時并沒有在機子上配上“米老鼠”。
在米老鼠、米妮和普路托等一批卡通形象的支持下,華特迪斯尼公司正期望做IBM永遠不可能做的事:成功地銷售專門為孩子設計的計算機系統(tǒng)!暗纤鼓釅粝肱_式個人電腦”(售價600美元)及其專門配備的長著大耳朵的14.1英寸顯示器(售價300美元)瞄準的目標是6到12歲的孩子。但是,即使該系統(tǒng)用米老鼠形象加以裝飾并配有唐老鴨和高飛的軟件,但是“夢想臺式電腦”再也不是一件純粹的玩具了。
迪斯尼公司的這個系統(tǒng)是以英特爾賽揚處理器為基礎的,使用的是微軟XP視窗,配有一個40GB硬盤驅動器和組合式CD刻錄機和DVD播放器——這種硬件配置用以玩游戲或做家庭作業(yè)足矣。新增加的設備有:裝在鍵盤內的內置支架上的指示筆。對孩子的小手來說,指示筆是一個比鼠標更舒適的指向設備,它還可以使孩子們創(chuàng)作出他們自己的數(shù)字素描畫。
教學工具。至于軟件部分,迪斯尼公司安裝了三合一創(chuàng)造性程序,稱為“迪斯尼Flix,Pix和Mix”。這個程序可讓小孩創(chuàng)造他們自己的電影、把迪斯尼人物添加到數(shù)字式圖片中,以及作曲。由于父母對全球互聯(lián)網(wǎng)(也有人稱“萬維網(wǎng)”)表示擔憂,所以迪斯尼公司配置了“網(wǎng)絡內容保護”程序。該程序可以防止好奇心強的孩子瀏覽你不想讓他們看的網(wǎng)站。而且如果你懷疑孩子上網(wǎng)是為了玩游戲而不是為了學習,該程序甚至可以跟蹤孩子的上網(wǎng)情況,并向你報告他們的上網(wǎng)記錄。
迪斯尼公司的系統(tǒng)基本上在“夢想電腦”上獲得了成功。像顯示器上可以隱蔽說話者身份的“滑鼠”(mouseketeer)耳朵這樣的設計元件肯定會吸引我22 個月大的女兒的注意力。但當她沉迷于“玩米老鼠”時,做父母的也許會問:電腦對孩子的學習到底是一種幫助呢還是一種阻礙因素?設在全國健康研究院的兒童健康和人類發(fā)展研究所兒童發(fā)展和行為研究分所所長里德•利昂說:“危險的情況是,人們傾向于用電腦替換真人指導!睋(jù)利昂說,只要父母親參與孩子的電腦活動,電腦是幫助孩子學習的一種絕好工具。
在“夢想電腦”上尋找教育標題的父母必須到別處采購。再者,該系統(tǒng)的總價比有類似配置的普通Jane個人電腦大約貴150美元,而且迪斯尼個人電腦的有些元件還可以改進。對孩子而言,正如使用屏?梢员Wo屏幕不被小孩子粘乎乎的小手弄臟一樣,把液晶顯示器做得觸摸起來很敏感或許是個很好的附加功能。還有,在系統(tǒng)鍵盤上裝一個橙色大按鈕對有些父母來說感覺真是厚顏無恥的重商主義(這個按鈕可以使孩子們直接登陸到每月要花費9.95美元的 “Toontown”網(wǎng)絡游戲),這正是他們所瞧不起的。
另一方面,什么樣的父母會不滿足兒子或女兒想得到一件“海綿波波”玩具、一個蜘蛛俠餐盒或多拉背包的愿望呢?既然這種個人電腦配有“大耳朵”,那么它就不只是一臺米老鼠計算機了。
考研英語閱讀理解精讀100篇unit45
Unit 45
Five days before the opening move of Kasparov vs. the World, the chess champion sat in a fashionable Manhattan restaurant fighting off symptoms of a nasty head cold. Hunched over a cup of hot lemon juice and pinching his throat in pain, Garry Kasparov didn't look quite ready to rumble with the rest of the human race. Was this the world team's last, best hope at victory? Don't count on it. "There will," Kasparov says firmly, "be no mistakes in this game."
You'd better believe it. The tournament, which kicks off this Monday, pits the greatest living chess player in a single match against all comers on the Internet. Anybody who logs on (at www.zone.com) can vote on a variety of moves suggested by a panel of young grand masters. The most popular move is made; 24 hrs. later, Kasparov responds. And a few sniffles aren't likely to prevent the mighty Russian from beating amateur pawn pushers like you or me into a bloody pulp. "I don't expect us to win or anything," says Irina Krush, the 15-year-old U.S. women's chess champ and world-team coach, "but it'll be a fun game."
And a closely watched one too. Quite apart from being a timely test of war by committee (take note, NATO), it's Kasparov's first public confrontation with computer technology since his match with IBM's Deep Blue in 1997. Those games, billed as a historic confrontation between man and machine, ended with man's humiliating defeat (and petulant calls by Kasparov for IBM to hand over Deep Blue's printouts; two years later, they still refuse).
This time, however, man and machine will work in harmony--on both sides. Kasparov and many of his opponents will be consulting vast databases of past games and plotting computer-assisted strategies, a practice as common in chess now as using calculators to do long division. What's new here is the vast scale. In the long run, Kasparov vs. the World may tell us more about chess and human thought processes than Deep Blue ever could. "The result is irrelevant," says Kasparov, himself a part-time computer scientist and Internet addict. "It's a big experiment."
Indeed, you could say Kasparov is experimenting on us. The idea of playing a match in cyberspace was his, and the grand master has carefully controlled the setup from start to finish. He chose the game's host--Microsoft--for its software and marketing muscle. He insisted on up-and-coming chess prodigies to lead the world team--rather than more famous rivals like Anatoly Karpov or Nigel Short--so it wouldn't become a grudge match. And he set the 24-hr. gap between moves to ensure an antiseptic game, with none of the silly blunders you get in speed chess.
All well and good. But isn't there any way we lab rats can beat the chess scientist? Grand master Daniel King, who will do the commentary, thinks the sluggish time frame could actually work in our favor. Kasparov, he says, "thrives on pressure situations" and may play less aggressive chess at a leisurely pace. Let's hope so. Otherwise, we'll have to start rooting for the head cold.
注(1):本文選自Time; 06/28/99, p55, 2/3p, 2c;
注(2):本文習題命題模仿對象2004年真題Text1;
1. What is Kasparov’s attitude toward this match?
[A]Reserved.
[B]Proud.
[C]Confident.
[D]Indifferent
2. Which of the following is not the description of this match?
[A]It is a confrontation between man and computer.
[B]It is a match between one and the rest of the world.
[C]The vast scale makes this match different from the former ones.
[D]This match involves long match hours.
3. The expression “beating amateur pawn pushers like you or me into a bloody pulp”(Line
4, Paragraph 1) indicates that _____________.
[A]the amateurs have no intention to defeat Kasparov
[B]the amateurs have great confidence in themselves
[C]the amateurs can become mighty competitors
[D]the common participants can be easily defeated
4. What is the author’s attitude toward Kasparov?
[A]Apprehensive.
[B]Respectful.
[C]Contemptible.
[D]Indifferent.
5.What is Kasparov’s weak point in this game?
[A]He has got a bad cold.
[B]He has too many rivals.
[C]Less pressure makes him inactive.
[D]The match hours are too long.
答案:CADBC
篇章剖析
本文主要介紹了國際象棋冠軍卡斯帕羅夫同世界上所有的人在網(wǎng)上進行的一次公開對抗賽。第一段指出卡斯帕羅夫同“世界隊”開賽前的身體和精神狀況;第二段指出比賽如何進行;第三段指出這次比賽的性質;第四段指出這次比賽的意義;第五段指出這次比賽的具體操作;第六段指出此次比賽對卡斯帕羅夫的不利方面。
詞匯注釋
take on 同(對手)較量,對付
champ[]n.=champion 冠軍
fight off v.擊退, 排斥, 竭力避免
symptom[]n.[醫(yī)][植]癥狀, 征兆
head cold n.傷風
hunch[]vi.向前移動, 隆起
pinch[] vt.掐, 夾痛, 修剪, 勒索, 使感缺乏, 使萎縮, 偷
rumble[]v.隆隆聲, 轆轆行駛, 低沉地說;(主美)打群架
tournament[]n.比賽, 錦標賽, 聯(lián)賽
kick off v.踢脫(鞋等);開球,開始比賽
pit[pIt]vt.窖藏, 使凹下, 去...之核, 使留疤痕, 使競爭
log on 登錄
Grand Master n.(社會團體的)會長,主席, 高段棋手之尊號, 在任何方面有特殊成就者
sniffle[]n.抽鼻子;感冒,一種伴有鼻塞的狀態(tài),例如傷風,與 the一起使用
amateur[]n.業(yè)余愛好者, 業(yè)余藝術家
pawn[]n.典當, 抵押物, 人質, (象棋)兵、卒, 爪牙, 被人利用的人
pulp[]n.(水果的)果肉, 紙漿;beat (sb.) to a pulp 把某人打得遍體鱗傷, 打個半死
bill[bIl]vt.用海報宣傳, 把...列成表, 給...開帳單
humiliating[]adj.羞辱性的
petulant[]adj.脾氣壞的, 使性子的
long division n. 長除法
in the long run adv.最后,從長遠的觀點看來,終究,畢竟,結果
addict[]n.入迷的人, 有癮的人
experiment on v.對...進行實驗
cyberspace n.電腦空間
host[]n.主機,主人,旅館招待
Microsoft n微軟公司:全球最大規(guī)模的電腦軟件公司和最有價值的企業(yè),微軟涉足操作系統(tǒng),應用軟件,開發(fā)工具,多媒體及網(wǎng)絡技術等許多領域
up-and-coming adj.積極進取的,很有前途的,日見重要的
prodigy[]n.驚人的事物, 天才(特指神童), 奇觀, 奇事
grudge match n.旗鼓相當?shù)谋荣?BR>antiseptic[]adj.冷靜客觀的,不摻雜個人感情的
well and good adv.好(也好,滿意)
sluggish[]adj.行動遲緩的
time frame 時間幀,時間范圍;[時框]
thrive[]v.興旺, 繁榮, 茁壯成長, 旺盛
root for v.支持, 贊助
難句突破
1. Those games, billed as a historic confrontation between man and machine, ended with man's
humiliating defeat (and petulant calls by Kasparov for IBM to hand over Deep Blue's printouts; two years later, they still refuse).
主體句式:Those games …ended with man's … defeat
結構分析:本句是一個簡單句。主語是“those games”;“billed as”之前省去了“which were”;謂語是“ended with”,意思是“以...結束”;“hand over”的意思是“移交”。
句子譯文:以前進行的那些比賽被宣布為人與機器之間具有歷史性意義的對抗賽,比賽最終以人類丟人的失敗結束(窩火的卡斯帕羅夫多次要求IBM公司交出“深藍”計算機的打印棋譜;事隔兩年,他們仍然拒絕這樣做)。
2. Kasparov and many of his opponents will be consulting vast databases of past games and
plotting computer-assisted strategies, a practice as common in chess now as using calculators to do long division.
主體句式:Kasparov and many of his opponents will be consulting …and plotting …
結構分析:本句是一個簡單句!癱onsulting”和“plotting”都是謂語動詞;“a practice”之前省去了“which is”; “as … as” 的意思是“如同… 一樣”。
句子譯文:卡斯帕羅夫和他的很多對手都將查閱有關過去比賽的龐大數(shù)據(jù)庫,并在計算機輔助下謀劃策略,這種做法正如使用計算機來進行長除法運算一樣,在象棋領域中也是非常常見的。
題目分析
1.答案為C,屬情感態(tài)度題。從“"There will," Kasparov says firmly, "be no mistakes in this game." ”我們可看出Kasparov對比賽是充滿信心的。
2. 答案為A,屬事實細節(jié)題。從“it's Kasparov's first public confrontation with computer technology”我們知道這是卡斯帕羅夫與電腦科技進行的首次公開對抗;從“This time, however, man and machine will work in harmony--on both sides.”我們知道在這次比賽中人和機器將協(xié)調工作。這場比賽是卡斯帕羅夫通過計算機與全世界其他人的對抗賽,而不像是1997年進行的卡斯帕羅夫同“深藍”計算機的比賽。
3. 答案為D,屬事實細節(jié)題!癰eat (sb.) to a pulp”的意思是“把某人打得遍體鱗傷, 打個半死”,在文中的意思是“把你我這樣的業(yè)余無名小卒打得落花流水”。
4. 答案為B,屬情感態(tài)度題。從句子“And a few sniffles aren't likely to prevent the mighty Russian from beating amateur pawn pushers like you or me into a bloody pulp.”我們可看出作者對卡斯帕羅夫的態(tài)度。
5. 答案為C,屬事實細節(jié)題。原文對應信息是“Kasparov, he says, "thrives on pressure situations" and may play less aggressive chess at a leisurely pace.”。
參考譯文
在卡斯帕羅夫同“世界隊”開賽前五天,這位國際象棋冠軍坐在曼哈頓一家時髦人物經(jīng)常光顧的餐館里,竭力擺脫煩人的傷風感冒癥狀。加里•卡斯帕羅夫彎著身坐在那兒,面前放著一杯熱檸檬汁,咽喉疼痛難忍,他看起來還沒做好迎戰(zhàn)全人類的準備。這是否是世界隊力圖取得勝利的最后的、最大的希望呢?可別指望這個!“這場比賽絕對不會出現(xiàn)失誤! 卡斯帕羅夫堅決地說。
你最好還是相信他的話。這次比賽于本周一開賽。比賽把在世的實力最強的象棋選手與全世界互聯(lián)網(wǎng)上的所有人放在一場比賽中對抗。任何人只要登錄(網(wǎng)址www.zone.com),就可以對由年輕的高段棋手小組提供的各種各樣的走法進行投票。他們下出了最為出名的一招棋。24小時后,卡斯帕羅夫做出了回應。因感冒抽抽鼻子是不可能阻止這位實力強大的俄羅斯人把你我這樣的業(yè)余無名小卒打得落花流水的!拔也]有期望我們能贏或什么的,”這位15歲的美國女子國際象棋冠軍兼世界隊教練的伊利娜 •克魯什說,“但這會是場有趣的比賽。”
這場比賽也是倍受關注的。這除了是一場由委員會(注意,是“北大西洋公約組織”)發(fā)起的象棋大戰(zhàn)的一個適時檢驗以外,還是自卡斯帕羅夫1997年與IBM公司的“深藍”計算機進行人機對戰(zhàn)后,與電腦科技進行的首次公開對抗。以前進行的那些比賽被宣布為人與機器之間具有歷史性意義的對抗賽,比賽最終以人類丟人的失敗結束(窩火的卡斯帕羅夫多次要求IBM公司交出“深藍”計算機的打印棋譜;事隔兩年,他們仍然拒絕這樣做)。
然而這次,人和機器將協(xié)調工作——雙方都是如此?ㄋ古亮_夫和他的很多對手都將查閱有關過去比賽的龐大數(shù)據(jù)庫,并在計算機輔助下謀劃策略,這種做法正如使用計算機來進行長除法運算一樣,在象棋領域中也是非常常見的。不同之處在于它的規(guī)模之大。從長遠的觀點來看,卡斯帕羅夫與世界隊的較量會比“深藍”更好地告訴我們有關象棋和人類的思想過程!敖Y果并不重要,”卡斯帕羅夫本人是位兼職計算機科學家、網(wǎng)蟲,他是這樣說的,“這是一項大實驗。”
事實上,你可以說卡斯帕羅夫在拿我們做實驗。在電腦空間進行比賽其實就是他的主意。這位高段棋手從棋賽開始到結束一直在小心地控制著局勢。他之所以選擇進行比賽的主機——微軟公司的主機——是因為這家公司的軟件和市場實力。他堅持讓那些有發(fā)展希望的象棋奇才來領導世界隊——而不是選擇象阿那托利•卡爾波夫和奈杰爾•肖特這些較為出名的競爭對手——因此這不是一場旗鼓相當?shù)谋荣。并且每步棋之間留出24小時的時間,以保證比賽的客觀性,不會出現(xiàn)快棋賽中的愚蠢錯誤。
一切都很好。但是我們這些“試驗鼠”就沒有可能擊敗這位象棋科學家嗎?高段棋手丹尼爾•金將要做出評論。他認為緩慢的時間范圍實際上對我們有利。他說卡斯帕羅夫“在壓力狀態(tài)下比較活躍”,這種悠然的速度可能會使他下棋的進攻性弱一些。希望如此。否則,我們真得為這位感冒患者喝彩了。
二:資料下載
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