
01 02 03 04 05 Chess Monitoring Systems
Baron
Wolfgang Von Kempelen's Chess-playing Automaton
Biographical
Note on Konrad Zuse
Minimax
Game Tree Searching: A Bibliography
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A second interesting point in the game occurs on move 13. The move played by HAL is clearly a winning move, but Deep Blue would have found a move that forces checkmate one move sooner. Current programs always prefer the shortest checkmate. Thus, either HAL is not able to calculate as deeply as Deep Blue does or he chooses a move based on "satisficing" criteria; that is, HAL saw that the move guaranteed a win, and so did not bother to search for a better move. Human chess players commonly follow this practice, which is another piece of evidence pointing to HAL's human style of play. So how do we now that HAL understands how humans think? When HAL plays his spectacular fifteenth move, he surmises, undoubtedly correctly, that Frank had overlooked this move. Further, HAL did not point out to Frank the other possible variations to checkmate -- only the most interesting line, the one that Frank would most appreciate. Although Frank need not have accepted HAL's queen sacrifice, a prosaic checkmate would have followed shortly anyway.
HAL's ability to play chess human style is what computer scientists in
the 1960s might have expected. When 2001 was produced, the majority of
artificial intelligence researchers probably believed that computers
should play the way humans play: by using explicit reasoning about
move decisions and applying large amounts of pattern-directed
knowledge. It wasn't until the 1970s, after years of much hard work
and little progress, that chess programmers tried a new strategy,
which is still utilized in the 1990s. A brief history of computer
chess and some of its key components is relevant to understanding how
machines play today. Perhaps we should start with an even more basic
question: Why develop a chess machine in the first place?
In fact, the practical applications that could result from development of a world-class chess machine are numerous. Complex tasks that may be solved by technologies derived from Deep Blue include problems in chemical modeling, data mining, and economic forecasting. Fascination with the idea of a chess-playing machine, however, began more than two centuries ago, long before anyone thought of using a computer to solve large-scale problems. In the 1760s Baron Wolfgang von Kempelen toured Europe with the Maezal Chess Automaton, nicknamed the Turk. The machine was nicknamed the Turk because it played its moves through a turbaned marionette attached to a cabinet. The cabinet supposedly contained "the brain" of the machine; it was later discovered that the brain was actually a chess master of small stature. The first documented discussion of computer chess is in The Life of a Philosopher by Charles Babbage (1845). Babbage, whose remarkable ideas in mathematics and science were far ahead of his time, proposed programming his Analytical Engine -- a precursor of the computer -- to play chess. A century later, Alan M. Turing, the British mathematician and computer scientist, developed a program that could generate simple moves and evaluate positions. Lacking a computer with which to run his program, Turing ran it by hand. Konrad Zuse, a German computer science pioneer, in his Der Plankalkuel (1945), described a program for generating legal chess moves. He even developed a computer, although he did not actually program it to play chess.
In spite of these earlier precedents, it was Shannon's efforts that
laid the groundwork for actual research, and he is generally
considered the "father of computer chess." Shannon's work was based,
in turn, on the findings of John von Neumann and Oskar Morgenstern,
game theorists who devised a minimax algorithm by which the best move
can be calculated.
In theory, the minimax algorithm allows one to play "perfect" chess; that is, the player always makes a winning move in a won position or a drawing move in a drawn position. Of course, perfect chess is just a fantasy; chess is far too vast a game for perfect play, except when there are only a few pieces on the board. In practice, chess programs examine only a limited number of moves ahead -- typically between four and six.
Although minimax is very effective, it is also quite inefficient. In
the opening position in a chess game, White has twenty moves, and
Black has twenty different replies to each of these -- thus there
are four hundred possible positions after the first move. After two
moves there are more than twenty thousand positions, and after five
moves the number of potential chess positions is into the
trillions. Even today's fastest computers cannot process this many
positions. The alpha-beta algorithm improves the minimax rule
by greatly reducing the number of positions that must be
examined. Instead of exploring trillions of positions after five
moves, the computer only needs to analyze millions.
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