Results of Acm's Eighteenth Computer Chess
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Catur Komputer Dari Wikipedia Bahasa Indonesia, Ensiklopedia Bebas
Deep Blue Dari Wikipedia bahasa Indonesia, ensiklopedia bebas Belum Diperiksa Deep Blue Deep Blue adalah sebuah komputer catur buatan IBM. Deep Blue adalah komputer pertama yang memenangkan sebuah permainan catur melawan seorang juara dunia (Garry Kasparov) dalam waktu standar sebuah turnamen catur. Kemenangan pertamanya (dalam pertandingan atau babak pertama) terjadi pada 10 Februari 1996, dan merupakan permainan yang sangat terkenal. Namun Kasparov kemudian memenangkan 3 pertandingan lainnya dan memperoleh hasil remis pada 2 pertandingan selanjutnya, sehingga mengalahkan Deep Blue dengan hasil 4-2. Deep Blue lalu diupgrade lagi secara besar-besaran dan kembali bertanding melawan Kasparov pada Mei 1997. Dalam pertandingan enam babak tersebut Deep Blue menang dengan hasil 3,5- 2,5. Babak terakhirnya berakhir pada 11 Mei. Deep Blue menjadi komputer pertama yang mengalahkan juara dunia bertahan. Komputer ini saat ini sudah "dipensiunkan" dan dipajang di Museum Nasional Sejarah Amerika (National Museum of American History),Amerika Serikat. http://id.wikipedia.org/wiki/Deep_Blue Catur komputer Dari Wikipedia bahasa Indonesia, ensiklopedia bebas Komputer catur dengan layar LCD pada 1990-an Catur komputer adalah arsitektur komputer yang memuat perangkat keras dan perangkat lunak komputer yang mampu bermain caturtanpa kendali manusia. Catur komputer berfungsi sebagai alat hiburan sendiri (yang membolehkan pemain latihan atau hiburan jika lawan manusia tidak ada), sebagai alat bantu kepada analisis catur, untuk pertandingan catur komputer dan penelitian untuk kognisi manusia. Kategori Deep Blue (chess computer) From Wikipedia, the free encyclopedia Deep Blue Deep Blue was a chess-playing computer developed by IBM. On May 11, 1997, the machine, with human intervention between games, won the second six-game match against world champion Garry Kasparov, two to one, with three draws.[1] Kasparov accused IBM of cheating and demanded a rematch. -
Oral History of Hans Berliner
Oral History of Hans Berliner Interviewed by: Gardner Hendrie Recorded: March 7, 2005 Riviera Beach, Florida Total Running Time: 2:33:00 CHM Reference number: X3131.2005 © 2005 Computer History Museum CHM Ref: X3131.2005 © 2005 Computer History Museum Page 1 of 65 Q: Who has graciously agreed to do an oral history for the Computer History Museum. Thank you very much, Hans. Hans Berliner: Oh, you’re most welcome. Q: O.k. I think where I’d like to start is maybe a little further back than you might expect. I’d like to know if you could share with us a little bit about your family background. The environment that you grew up in. Your mother and father, what they did. Your brothers and sisters. Hans Berliner: O.k. Q: Where you were born. That sort of thing. Hans Berliner: O.k. I was born in Berlin in 1929, and we immigrated to the United States, very fortunately, in 1937, to Washington, D.C. As far as the family goes, my great uncle, who was my grandfather’s brother, was involved in telephone work at the turn of the previous century. And he actually owned the patent on the carbon receiver for the telephone. And they started a telephone company in Hanover, Germany, based upon his telephone experience. And he, later on, when Edison had patented the cylinder for recording, he’d had enough experience with sound recording that he said, “that’s pretty stupid”. And he decided to do the recording on a disc, and he successfully defended his patent in the Supreme Court, and so the patent on the phono disc belongs to Emile Berliner, who was my grand uncle. -
Computer Chess Methods
COMPUTER CHESS METHODS T.A. Marsland Computing Science Department, University of Alberta, EDMONTON, Canada T6G 2H1 ABSTRACT Article prepared for the ENCYCLOPEDIA OF ARTIFICIAL INTELLIGENCE, S. Shapiro (editor), D. Eckroth (Managing Editor) to be published by John Wiley, 1987. Final draft; DO NOT REPRODUCE OR CIRCULATE. This copy is for review only. Please do not cite or copy. Acknowledgements Don Beal of London, Jaap van den Herik of Amsterdam and Hermann Kaindl of Vienna provided helpful responses to my request for de®nitions of technical terms. They and Peter Frey of Evanston also read and offered constructive criticism of the ®rst draft, thus helping improve the basic organization of the work. In addition, my many friends and colleagues, too numerous to mention individually, offered perceptive observations. To all these people, and to Ken Thompson for typesetting the chess diagrams, I offer my sincere thanks. The experimental work to support results in this article was possible through Canadian Natural Sciences and Engineering Research Council Grant A7902. December 15, 1990 COMPUTER CHESS METHODS T.A. Marsland Computing Science Department, University of Alberta, EDMONTON, Canada T6G 2H1 1. HISTORICAL PERSPECTIVE Of the early chess-playing machines the best known was exhibited by Baron von Kempelen of Vienna in 1769. Like its relations it was a conjurer's box and a grand hoax [1, 2]. In contrast, about 1890 a Spanish engineer, Torres y Quevedo, designed a true mechanical player for king-and-rook against king endgames. A later version of that machine was displayed at the Paris Exhibition of 1914 and now resides in a museum at Madrid's Polytechnic University [2]. -
Deep Blue System Overview
Deep Blue System Overview Feng-hsiung Hsu, Murray S. Campbell, and A. Joseph Hoane, Jr. IBM T. J. Watson Research Center Abstract By the late 1970s, it became clear that faster hard- ware speed was the single most effective way to improve One of the oldest Grand Challenge problems in com- program performance, when used in conjunction with puter science is the creation of a World Championship brute force searching techniques. Joe Condon and Ken level chess computer. Combining VLSI custom circuits, Thompson [2] of Bell Laboratories proceeded to build dedicated massively parallel C@ search engines, and the famous Belle special-purpose chess automaton. In various new search algorithms, Deep Blue is designed 1982, searching about 8 plies (4 moves by White, and to be such a computer. This paper gives an overview 4 moves by Black) in chess middle games, it became of the system, and examines the prospects of reaching the first computer to play at USCF National Master the goal. level and thus claimed the first Fredkin Intermediate Prize. Thompson’s self-play experiments [13, 4] with Belle, however, showed that the performance increase 1 Introduction started to seriously taper off when the search depth exceeded 8 plies. At shallower depths, Belle gained Charles Babbage, back in 1840s, contemplated the pos- about 200 rating points (one full chess Class) for each sibility of playing chess using his Analytical Engine. additional ply, or close to 100 rating points for each Claude Shannon, at the dawn of the modern computer doubling of search speed. (To search one extra ply re- age, presented his seminal paper [10] on computer chess quires a six-fold increase in search speed on average. -
Game Playing in the Real World
GGaammee PPllaayyiinngg iinn tthhee RReeaall WWoorrlldd Next time: Knowledge Representation Reading: Chapter 7.1-7.3 1 WWhhaatt mmaatttteerrss?? ° Speed? ° Knowledge? ° Intelligence? ° (And what counts as intelligence?) ° Human vs. machine characteristics 2 ° The decisive game of the match was Game 2, which left a scare in my memory … we saw something that went well beyond our wildest expectations of how well a computer would be able to foresee the long-term positional consequences of its decisions. The machine refused to move to a position that had a decisive short-term advantage – showing a very human sense of danger. I think this moment could mark a revolution in computer science that could earn IBM and the Deep Blue team a Nobel Prize. Even today, weeks later, no other chess-playing program in the world has been able to evaluate correctly the consequences of Deep Blue’s position. (Kasparov, 1997) 3 QQuuootteess ffrroomm IIEEEEEE aarrttiiccllee ° Why, then, do the very best grandmasters still hold their own against the silicon beasts? ° The side with the extra half-move won 3 games out of four, corresponding to a 200-point gap in chess rating – roughly the difference between a typically grandmaster (about 2600) and Kasparov (2830) ° An opening innovation on move nine gave Kasparov not merely the superior game but one that Fritz could not understand ° Kasparov made sure that Fritz would never see the light at the end of that tunnel by making the tunnel longer. 4 DDeeeepp BBlluuee –– AA CCaassee SSttuuddyy Goals ° Win a match against -
Modern Masters of an Ancient Game
AI Magazine Volume 18 Number 4 (1997) (© AAAI) Modern Masters of an Ancient Game Carol McKenna Hamilton and Sara Hedberg he $100,000 Fredkin Prize for on Gary Kasparov in the final game of tute of Technology Computer Science Computer Chess, created in a tied, six-game match last May 11. Professor Edward Fredkin to encourage T1980 to honor the first program Kasparov had beaten the machine in continued research progress in com- to beat a reigning world chess champi- an earlier match held in February 1996. puter chess. The prize was three-tiered. on, was awarded to the inventors of The Fredkin Prize was awarded un- The first award of $5,000 was given to the Deep Blue chess machine Tuesday, der the auspices of AAAI; funds had two scientists from Bell Laboratories July 29, at the annual meeting of the been held in trust at Carnegie Mellon who in 1981 developed the first chess American Association for Artificial In- University. machine to achieve master status. telligence (AAAI) in Providence, The Fredkin Prize was originally es- Seven years later, the intermediate Rhode Island. tablished at Carnegie Mellon Universi- prize of $10,000 for the first chess ma- Deep Blue beat world chess champi- ty 17 years ago by Massachusetts Insti- chine to reach international master status was awarded in 1988 to five Carnegie Mellon graduate students who built Deep Thought, the precur- sor to Deep Blue, at the university. Soon thereafter, the team moved to IBM, where they have been ever since, working under wraps on Deep Blue. The $100,000 third tier of the prize was awarded at AAAI–97 to this IBM team, who built the first computer chess machine that beat a world chess champion. -
Chess As Played by Artificial Intelligence
Chess as Played by Artificial Intelligence Filemon Jankuloski, Adrijan Božinovski1 University American College of Skopje, Skopje, Macedonia [email protected] [email protected] Abstract. In this paper, we explore the evolution of how chess machinery plays chess. The purpose of the paper is to discuss the several different algorithms and methods which are implemented into chess machinery systems to either make chess playing more efficient or increase the playing strength of said chess machinery. Not only do we look at methods and algorithms implemented into chess machinery, but we also take a look at the many accomplishments achieved by these machines over a 70 year period. We will analyze chess machines from their conception up until their absolute domination of the competitive chess scene. This includes chess machines which utilize anything from brute force approaches to deep learning and neural networks. Finally, the paper is concluded by discussing the future of chess machinery and their involvement in both the casual and competitive chess scene. Keywords: Chess · Algorithm · Search · Artificial Intelligence 1 Introduction Artificial intelligence has become increasingly prevalent in our current society. We can find artificial intelligence being used in many aspects of our daily lives, such as through the use of Smartphones and autonomous driving vehicles such as the Tesla. There is no clear and concise definition for Artificial Intelligence, since it is a subject which still has massive space for improvement and has only recently been making most of its significant advancements. Leading textbooks on AI, however, define it as the study of “intelligent agents”, which can be represented by any device that perceives its environment and takes actions that maximizes its chances of achieving its goals [1]. -
Deep Thought Wins Fredkin Intermediate Prize Hans Berliner
AI Magazine Volume 10 Number 2 (1989) (© AAAI) CHESS REPORT Deep Thought Wins Fredkin Intermediate Prize Hans Berliner ince May 1988, Deep Thought almost all potential contenders. The S (DT), the creation of a team of two first place finishers drew with students at Carnegie Mellon Universi- each other. Hitech led the field at the ty, has been attracting a lot of notice. halfway point but lost to DT in round In the Fredkin Masters Open, May 3 and threw away a winning position 28–30, DT tied for second in a field of against Fidelity in round four (because over 20 masters and ahead of three of a programming bug). The level of other computers, including Hitech play in this tournament was by far the and Chiptest (the winner of the 1987 best ever in a computer event, and the North American Computer Champi- winners clearly deserved their top onships). In August at the U.S. Open, places. DT scored 8.5, 3.5 to tie for eigh- Ten days later, DT achieved the teenth place with Arnold Denker greatest computer success to date. It among others. Its performance was tied for first with GM Tony Miles in marred by hardware and software the prestigious Software Toolworks bugs. However, DT astounded every- Open in Los Angeles with a score of one by beating International Master 6.5, 1.5. Several GMs played in this (IM) Igor Ivanov, the perennial winner tournament, including former World of the U.S. Grand Prix circuit prize, Champion Mikhail Tal of the USSR. who is generally regarded to be as In the tournament, DT became the strong as the average Grandmaster first computer to beat a GM in a regu- (GM). -
INSIDE: February 2002 PHYSICS NEWS NEWS Volume 11, No
INSIDE: February 2002 PHYSICS NEWS NEWS Volume 11, No. 2 IN 2001 A Publication of The American Physical Society http://www.aps.org/apsnews Electronic Reminders Biophysics Help Boost Membership, Workshop Planned for Voting Rates Fall 2002 APS membership for fiscal year new members coming in stayed The APS, together with its Di- 2002 is up by almost 500 members roughly the same this year,” she vision of Biological Physics, is compared to the same time last says. “We seem to be doing better organizing a topical conference year. An end-of-year count shows at retaining members once they entitled “Opportunities in Biology that the total number of members join,” something she ascribes to for Physicists,” to be held Sep- now stands at 42,007, compared “increased communication with tember 27-29 2002 in Boston, to 41,570 in fiscal year 2001. Trish members and a great membership Massachusetts. The conference Lettieri, APS Director of Member- staff who are eager to respond to is aimed primarily at graduate ship, attributes the increase in part member inquiries.” students and postdocs who are to a series of electronic renewal Electronic reminder notices reported that response was up 24% August shows sharp spikes coincid- considering moving their areas notices that are sent out to current also proved useful in boosting the over last year, with 23.4% of the ing with electronic reminder of research concentration to members during their renewal number of ballots cast in the an- APS membership voting, compared notices sent to the entire member- biological topics, not at those cycle, and followed up by personal nual APS general election. -
The Copyright Law of the United States (Title 17, U.S
NOTICE WARNING CONCERNING COPYRIGHT RESTRICTIONS: The copyright law of the United States (title 17, U.S. Code) governs the making of photocopies or other reproductions of copyrighted material. Any copying of this document without permission of its author may be prohibited by law. CMU-CS-86-103 Two Designs of Functional Units for VLSI Based Chess Machi nes Feng-hsiung Hsu Department of Computer Science Carnegie-Mellon University Pittsburgk Pennsylvania 15213 Abstract Brute force chess automata searching 8 plies (4 full moves), or deeper have been dominating the computer chess scene in recent years and have reached master level performance. One interesting quesdon is whether 3 or 4 additional plies coupled with an improved evaluation scheme will bring forth world championship level performance. Assuming an optimistic branching ratio of 5, speedup of at least one hundredfold over the best current chess automaton would be necessary to reach die 11 to 12 plies per move range. One way to obtain such speedup is to improve the gate utilization and then parallelize die search process. In this paper, two new designs of functional units with higher gate efficiency tfian previous designs in the literature will be presented. The first design is for move generation only, and is essentially a refinement of the move generator used in the Belle chess automaton, the first certified computer chess master. The second design is a general scheme diat can be used for evaluating a class of chess-specific functions, besides generating moves. A move generator based on die second design will be described. Applications of the same general scheme to board evaluation will be briefly discussed. -
The Startech Massively Parallel Chess Program Bradley C
The StarTech Massively Parallel Chess Program Bradley C. Kuszmaul [email protected] http://theory.lcs.mit.edu/Äbradley Laboratory for Computer Science Massachusetts Institute of Technology NE43-247, 545 Technology Square Cambridge, MA 02139 January 11, 1995 Abstract chess, the StarTech project has produced some interest- ing computer chess technology. This paper explains how The StarTech massively parallel chess program, running StarTech works and how it performs. on a 512-processor Connection Machine CM-5 supercom- The chess knowledge of StarTechÐwhich includes the puter, tied for third place at the 1993 ACM International opening book of precomputed moves at the beginning Computer Chess Championship. StarTech employs the of the game, the endgame databases, the static position- Jamboree search algorithm, a natural extension of J. Pearl's evaluation function, and the time-control strategyÐis Scout search algorithm, to ®nd parallelism in game-tree based on H. Berliner's Hitech program [BE89]. Hitech searches. StarTech's work-stealing scheduler distributes runs on special-purpose hardware built in the mid 1980's the work speci®ed by the search algorithm across the pro- and searches in the range of 100,000 to 200,000 positions cessors of the CM-5. StarTech uses a global transposition per second. Berliner provided me with an implementa- table shared among the processors. StarTech has an infor- tion of Hitech written in C (without any search extensions mally estimated rating of over 2400 USCF. except for quiescence with check extension) that runs at Two performance measures help in understanding the 2,000 to 5,000 positions per second. -
White Knight Review Chess E-Magazine
Chess E-Magazine Interactive E-Magazine Volume 2 • Issue 1 January/February 2011 CHESS THEMES IN MUSIC Turk, Ajeeb, Mephisto:-the great Chess Automatons Women and Chess The Jerome Gambit Commander in Chess-Presidents Who Played Chess White Knight Review Chess E-Magazine Table of Contents EDITORIAL- ”My Move” 3 contents HISTORY- Turk, Ajeeb, Mephisto: 4 the great chess Automatrons INTERACTIVE CONTENT HISTORY- Computers and Chess 7 ________________ BOOK REVIEW-White King and Red Queen: 13 • Click on title in How the Cold War Was Fought on the Chess board Table of Contents to move directly to page. FEATURE- Chess Themes in Music 14 • Click on “White Knight Review” on FEATURE- Commander-in-Chess 18 the top of each page to return to Presidents Who Played Chess Table of Contents. • Click on red type to BIOGRAPHY- Grandmaster Larry Evans 22 continue to next page HUMOR- Chess Daffinitions 24 • Click on ads to go to their websites NEWS - Chess News around the World 25 • Click on email to open up email program FEATURE-Women and Chess 26 • Click up URLs to go to ANNOTATED GAME - The Jerome Gambit 30 websites. COMMENTARY- “Ask Bill” 31 January/February 2011 White Knight Review January/February 2011 My Move [email protected] editorial -Jerry Wall I was recently sitting in the airport in Puerto Rico waiting on my flight when I noticed a nice family sitting by and saw that the father and son had a miniature chess board set up and were playing a game of chess to pass the time. I quietly watched until the young boy White Knight (perhaps 12) shouted “checkmate” and the father smiled and shook his head.