
![]() ![]() 01 02 03 04 05 Deep Blue
Kasparov vs. Deep lue: The
Games
|
The Modern Era of Computer Chess
The principles of the minimax and alpha-beta algorithms were well understood in the 1960s. When 2001 made its screen debut in 1968, however, the very best computer chess program was only as strong as the average tournament player. Still, many computer scientists believed that building a world-class chess machine was a fairly straightforward problem, one that would not take long to solve. The earliest approach to solving it involved emulating the human style of play. It is now clear that this was an extraordinarily difficult way to tackle computer chess. Even though chess seems to be a simple and restricted domain, people use many different aspects of intelligence in top-level play,including calculation of possible outcomes, sophisticated pattern recognition and evaluation, and general-purpose reasoning. Significant progress in computer chess did not occur until 1973, when David Slate and Larry Atkin wrote a well-engineered brute-force chess program called Chess 4.0. Since then, almost all good chess programs have been based on their work.
The Slate/Atkin program remained the best chess-playing computer
program throughout the 1970s; it gained in strength with each new,
faster generation of computer hardware. It was observed in practice,
and verified by experiment, that every fivefold speedup in computer
hardware led to a two-hundred-point increase in the program's rating
as it approached the master level. Subsequent chess-playing machines
pushed the computer chess ratings higher and higher -- in large part
due to faster hardware, although software was also improving
rapidly. The Slate/Atkin program reached the expert level (2,000) by
1979; in 1983 Belle, a machine from AT&T Bell Labs, used specially
designed chess hardware to reach the master's level (2,200); then came
Cray Blitz, which ran on a Cray supercomputer, and Hitech, which
dedicated a special-purpose chip to each of the sixty-four squares on
a chessboard. Recognizing this trend, Ray Kurzweil predicted that a
computer would beat the world champion around 1995. All these machines
were finally surpassed by Deep Thought, which began playing in 1988
(see figure 5.3). Designed and programmed by a group of graduate
students (myself included), Deep Thought was the first machine to
defeat a grandmaster in tournament play; it was capable of searching
up to seven hundred thousand chess positions per second. Deep Thought
eventually led to Deep Blue, still the world's best chess-playing
machine.
Designed over a period of several years, this chip was built to search and evaluate up to two million chess positions per second. By itself, however, the chip cannot play chess. It requires the control of a general-purpose computer to make it work. Deep Blue runs on an IBM SP2 supercomputer with thirty-two separate computers (or nodes) that work in concert. For the match against Kasparov, each SP2 node controlled up to eight chess chips, while the entire SP2 system had about 220 chess chips that could be run in parallel. The old saying about too many cooks spoiling the broth is also applicable to parallel computers. A lot of processors won't do much good unless they can all be kept busy doing useful work. In fact, parallelizing a chess program efficiently has proven to be a very difficult problem. For the match with Kasparov, Deep Blue looked at an average of close to one hundred million positions per second. Nonetheless, a purely brute-force machine would have little chance against a player like Kasparov. Although grandmasters require very little actual calculation of variations for most moves, there are typically a few key points in a game where they must calculate the possible variations very deeply. Often these calculations far surpass what brute-force search could hope to attain. To overcome this problem, Deep Blue employs a technique called selective extensions, which enables the computer to search critical positions more deeply. One of the questions most commonly asked about a chess computer is, "How deep does it search?" In the early days of the computer chess, most programs searched all lines to roughly the same depth, and this question was relatively easy to answer. The fact that Deep Blue employs sophisticated selective searches complicates the issue considerably. When asked how deeply Deep Blue searches, one can give at least three answers; minimum depth (six moves in typical middle game positions); average depth (perhaps eight moves); and maximum depth (highly variable, but typically in the ten-to-twenty-move range).
Yet, although Deep Blue's speed and search capabilities enable it to
play grandmaster-level chess, it is still lacking in general
intelligence. It is clear that there are significant differences
between the way HAL and Deep Blue play chess.
|