By "know nothing" I mean you start from "Hello, world" and from there you are on your own. Not many people would independently develop the concept of recursion.
One of the programs I wrote in high school played Connect Four. It looked ahead a few moves and used various heuristics, but it did not implement recursion (or any form of minimax). (A bit later I may have used recursion to implement evaluation of symbol expressions in an assembler/linker, but I probably implemented it iteratively with a stack structure. For sure I had seen some examples of more advanced programming techniques by then. But recursion might be the one programming technique I learned in university.)
Clearly chess players do not juggle two bounds in their head. Being aware that sometimes you do not need to consider other moves is not yet an algorithm (and certainly does not directly lead to alpha-beta). And likely early programmers thought of this more as a fringe optimisation idea rather than a technique that potentially doubles the search depth and should therefore be exploited to the fullest.And alpha-beta is natural to chess players, who all know that a single refutation is enough to disqualify a variation. And that is really all there is to it. Chess players consider you crazy when during an analysis you start discussing moves that should have been cut off (i.e. are already refuted).
This is what I described a few posts earlier. If a chess programmer (without prior knowledge of chess programming but with knowledge of recursion and minimax) does not spend all his time thinking about how to pick the N most promising moves (the rest to be discarded), then this seems to be the correct implementation of the "single refutation" idea.When I wrote my first chess program I was only vaguely aware of alpha-beta, and the implementation I first made was faulty because it was missing the 'deep cutoffs'. (In modern terminology: I started alpha in every node at -INF, rather than -beta of the parent.)