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To see how computer chess has evolved throughout the years
To show some of the theory behind the Computer Chess Masters
To demonstrate the results of different chess programs squaring off for dominance of our Artificial Chess world
1957 - Newell and Simon predicted that a computer would be chess champion within ten years Simon : “I was a little far-sighted with chess, but there was no way to do it with machines that were as slow as the ones way back then” 1958 - First computer to play chess was an IBM 704 - about one millionth capacity of deep blue. 1967 : Mac Hack competed successfully in human tournaments 1983 : “Belle” obtained expert status from the United States Chess Federation Mid 80’s : Scientists at Carnegie Mellon University started work on what was to become Deep Blue. Project moved to IBM in 1989 History
Has the ability to play with the tendencies of both current and past players
Can be configured to play at any level and will rate you as a player
LOTS of bells and Whistles (you get what you pay for)
novice 5 ply Chessterfield used minimax, evaluation function, cut-off test grand master 14 ply ChessMaster 8,000 minimax, alpha-beta search, plus additional pruning, database of openings and end games expert 10 ply Star Wars Chess minimax and alpha-beta search Level of play Search depth Players and their Algorithmic Strategies
Computers have come a long way since the 1950s. From MacHack 3 to Deep Blue
Theories and strategies behind computer chess have become more developed.
The more efficient searches have proven advanced enough to outsmart some of the world’s greatest master.
This was seen as the older verison (Chessterfield vi3) could not beat newer version (Star Wars) which could not beat the current grand master (Chessmaster 8,000.)
Why Computers Chess will not play on the same plane as humans
They are not able use psychology
Psychology, as any top chess player will tell you, is an important key to winning chess. But Deep Blue has no psychological perception, can neither intimidate nor be intimidated, and experiences no joy from winning nor sadness from losing.
However Deep Blue will use timing functions
Given a total of 3.5 hours to make all its moves, it can ration time in a variety of ways. It can average the number of moves and attempt to deviate from that only by a small margin. Or it can move very fast, forcing Kasparov to respond. Or it can take an inordinate amount of time over one move, calculating many trillions of possible games, forcing Kasparov to wait and possibly become bored or agitated .
The only lacking element to make the perfect computer chess player is the ability to reason:
That means even now with the computer’s computation power, the computer cannot adapt to weaknesses in its opponents. The computer only knows the possible steps or the code can be manipulated to for the desired outcome (simulating “trappy” strategies)
Once the program can recognize player’s game tendencies then it should adjust its game tree and heuristic value accordingly. Making an adaptable program.
Deep Blue can force a win or a draw no matter what. Once the board is reduced down to 6 pieces in as little as 262 Moves.
However chess tournaments only allows for 50 moves. So Deep Blue making a brute force search with his algorithms and search trees won’t do him much good in tournament style play.