 What is the significance of Sandra persuading her paper into letting her write human interest stories? How does this affect the text’s composition?
Extensive research did not uncover any evidence that the U.S. copyright on this publication was renewed.] 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. 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. 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." 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. It is a game for lunatics—or else it creates them. 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. 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." 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. The equivalent of those in the Machine is the directions fed into it before it plays a game." Flesh-and-blood chess masters have lost games by blunders they could have avoided by looking only one or two moves ahead. Once again, you see, you have the human factor, in this case working for the Machine."
 -The human interest stories provide a structure for the story to sit on. As Doc introduces her to each chess player, their backstories help to unpack the significance of the chess tournament.
 The human interest stories—i.e., Sandra’s interviews—provide the story’s central irony. The fact that humans cannot defeat the machine shows that the real interest is not human, but robotic.  The human interest stories provide a structure for the story to sit on. As she watches each player challenge the machine, it becomes more and more apparent that human personality cannot win.  -The human interest stories provide a structure for the story to sit on. As Doc introduces her to each chess player, their backstories help to unpack the significance of the chess tournament.  The human interest stories—i.e., Sandra’s interviews—provide a red herring for the story’s central goal, which is to hide the fact of Dr. Krakatower’s ability to beat the WBM machine.