"built in by the evaluation function and pruning/extension rules began to match the best players in the world. It turned out to produce excellent results, at least in the field of chess, to let computers do what they do best (calculate) rather than coax them into imitating human thought processes and knowledge. In 1997 Deep Blue defeated World Champion Garry Kasparov, marking the first time a computer has defeated a reigning world chess champion in standard time control. Computer chess programs consider chess moves as a game tree. In theory, they examine all moves, then all counter-moves to those moves,"
"ChessGenius ChessGenius is the name of a chess-playing computer program written by Richard Lang who has in the past written programs that have won the World Computer Chess Championship on 10 occasions. ChessGenius is a continuation of a series of programs (which included various incarnations of the ""Mephisto"" program) written by Richard Lang which won the World Microcomputer Chess Championship in 1984, 1985, 1986, 1987, 1988, 1989, 1990, 1991 and 1993. ChessGenius was the first computer to beat a world champion (Garry Kasparov) at a non-blitz time limit. This victory was particularly significant because in contrast to the victory two"
"and 2006. Since that time, chess programs running on commercial hardware—more recently including mobile phones—have been able to defeat even the strongest human players. In 1956 MANIAC, developed at Los Alamos Scientific Laboratory, became the first computer to defeat a human in a chess-like game. Playing with the simplified Los Alamos rules, it defeated a novice in 23 moves. In 1966 MIT student Richard Greenblatt wrote the chess program Mac Hack VI using MIDAS macro assembly language on a Digital Equipment Corporation PDP-6 computer with 16K of memory. Mac Hack VI evaluated 10 positions per second. In 1967, several MIT"
"was played in Philadelphia in 1996 and won by Kasparov. The second was played in New York City in 1997 and won by Deep Blue. The 1997 match was the first defeat of a reigning world chess champion by a computer under tournament conditions. In May 1997, an updated version of Deep Blue defeated Kasparov 3½–2½ in a highly publicized six-game match. The match was even after five games but Kasparov lost quickly in Game 6. This was the first time a computer had ever defeated a world champion in a match. A documentary film was made about this famous"
"Kaissa Kaissa () was a chess program developed in the Soviet Union in the 1960s. It was named so after Caissa, the goddess of chess. Kaissa became the first world computer chess champion in 1974 in Stockholm. By 1967, a computer program by Georgy Adelson-Velsky, Vladimir Arlazarov, Alexander Bitman and Anatoly Uskov on the M-2 computer in Alexander Kronrod’s laboratory at the Institute for Theoretical and Experimental Physics had defeated Kotok-McCarthy running on the IBM 7090 at Stanford University. By 1971, Mikhail Donskoy joined with Arlazarov and Uskov to program its successor on an ICL System 4/70 at the Institute"
"world champion had been defeated by a computer. After this spectacular match, and many other matches against computers, Garry Kasparov had the idea to invent a new form of chess in which humans and computers co-operate, instead of contending with each other. Kasparov named this form of chess ""Advanced Chess"". The first Advanced Chess event was held in June 1998 in León, Spain. It was played between Garry Kasparov, who was using Fritz 5, and Veselin Topalov, who was using ChessBase 7.0. The analytical engines used, such as Fritz, HIARCS and Junior, were integrated into these two programs, and could"
"in 1998 by Kasparov where a human plays against another human, and both have access to computers to enhance their strength. The resulting ""advanced"" player was argued by Kasparov to be stronger than a human or computer alone, this has been proven in numerous occasions, at Freestyle Chess events. In 2017, a win by a computer engine in the freestyle Ultimate Challenge tournament. was the source of a lengthy debate, in which the organisers declined to participate. Players today are inclined to treat chess engines as analysis tools rather than opponents. The developers of a chess-playing computer system must decide"
"Edward Lasker stated that year, ""My contention that computers cannot play like a master, I retract. They play absolutely alarmingly. I know, because I have lost games to 4.7."" For a long time in the 1970s and 1980s, it remained an open question whether any chess program would ever be able to defeat the expertise of top humans. In 1968, International Master David Levy made a famous bet that no chess computer would be able to beat him within ten years. He won his bet in 1978 by beating Chess 4.7 (the strongest computer at the time). In 1981, Cray"
"against the reigning world champion Luigi Villa. It won the match, 7–1, becoming the first computer program to defeat a world champion in any board game. Berliner stated that the victory was largely a matter of luck, as the computer received more favorable dice rolls. In the late 1980s, backgammon programmers found more success with an approach based on artificial neural networks. TD-Gammon, developed by Gerald Tesauro of IBM, was the first of these programs to play near the expert level. Its neural network was trained using temporal difference learning applied to data generated from self-play. According to assessments by"
"telephone banking, and 11 years for expert songwriting, but over 30 years for writing a New York Times bestseller or winning the Putnam math competition. An AI defeated a grandmaster in a regulation tournament game for the first time in 1988; rebranded as Deep Blue, it beat the reigning human world chess champion in 1997. AlphaGo defeated a European Go champion in October 2015, and defeated one of the world's top players, Lee Sedol, in March 2016. According to Scientific American and other sources, most observers had expected superhuman Computer Go performance to be at least a decade away. AI"
"1927 in which there were 16 participating countries. By the 29th Chess Olympiad in 1990, there were 127 member countries. The Chess Olympiads were held at irregular intervals by FIDE until 1950; since then, they have been held regularly every two years. The first chess engine (a chess playing computer program) to beat a person in tournament play was the Mac Hack Six, in 1967. Soon after, tournaments were created just for chess computers. In 1970, the first North American Computer Chess Championship (NACCC) was held in New York City, and in 1974, the first World Computer Chess Championship (WCCC)"
"Computer chess Computer chess includes both hardware (dedicated computers) and software capable of playing chess. Computer chess provides opportunities for players to practice even in the absence of human opponents, and also provides opportunities for analysis, entertainment and training. Since around 2005, chess engines have been able to defeat even the strongest human players. Nevertheless, it is considered unlikely that computers will ever solve chess due to its computational complexity. The idea of creating a chess-playing machine dates back to the eighteenth century. Around 1769, the chess playing automaton called The Turk became famous before being exposed as a hoax."
"Kxf8 36. Bh6+ Bg7 37. Rc8+ and White checkmates in two moves. This caused a sensation and was published in many chess magazines of that time. None of the human spectators present saw this nice queen sacrifice. Despite this, Kaissa finished the tournament tied for second place with DUCHESS, behind Chess 4. Kaissa Kaissa () was a chess program developed in the Soviet Union in the 1960s. It was named so after Caissa, the goddess of chess. Kaissa became the first world computer chess champion in 1974 in Stockholm. By 1967, a computer program by Georgy Adelson-Velsky, Vladimir Arlazarov, Alexander"
"was BKG 9.8, written in the late 1970s on a DEC PDP-10. Early versions of BKG played badly even against poor players, but Berliner noticed that its critical mistakes were always at transitions. He applied principles of fuzzy logic to smooth out the transition between phases, and by July 1979, BKG 9.8 was strong enough to play against the ruling world champion Luigi Villa. It won the match 7–1, becoming the first computer program to defeat a world champion in any game. Berliner states that the victory was largely a matter of luck, as the computer received more favorable dice"
"bet involved forty moves over a two-hour period, the computer's choices being relayed by telephone from Minnesota to the board. Levy won the bet, defeating the Chess 4.7 in a six-game match by a score of 4.5-1.5, The computer scored a draw in game two after getting a completely winning position but being outplayed by Levy in the endgame, and a win in game four—the first computer victory against a human master—when Levy essayed the very sharp, dubious Latvian Gambit. Levy wrote, ""I had proved that my 1968 assessment had been correct, but on the other hand my opponent in"
"Deep Blue versus Garry Kasparov Deep Blue versus Garry Kasparov was a pair of six-game chess matches between world chess champion Garry Kasparov and an IBM supercomputer called Deep Blue. The first match was played in Philadelphia in 1996 and won by Kasparov. The second was played in New York City in 1997 and won by Deep Blue. The 1997 match was the first defeat of a reigning world chess champion by a computer under tournament conditions. The 1997 match was the subject of a documentary film, ""The Man vs. The Machine"". Deep Blue's win was seen as symbolically significant,"
"The second one was against a strong human player, who played without a queen. The human player won. In the third game, MANIAC I played against a laboratory assistant who had been taught the rules of chess in the preceding week specifically for the game. The computer won, marking the first time that a computer had beaten a human player in a chess-like game. White: MANIAC I Black: Beginner 1.d3 b4 2.Nf3 d4 3.b3 e4 4.Ne1 a4 5.bxa4 Nxa4 6.Kd2 Nc3 7.Nxc3 bxc3+ 8.Kd1 f4 9.a3 Rb6 10.a4 Ra6 11.a5 Kd5 12.Qa3 Qb5 13.Qa2+ Ke5 14.Rb1 Rxa5 15.Rxb5 Rxa2 16.Rb1"
"Alick Glennie Alick Edwards Glennie (1925–2003) was a British computer scientist, most famous for having developed Autocode, which many people regard as the first ever computer compiler. Glennie worked with Alan Turing on several projects, including the Manchester Mark 1. He also played the first ever game of computer chess, although it was played against a program not capable of being run on the computers of the day: the chess program was devised by Alan Turing, and operated with pen and paper by Turing. The match took several weeks to complete and Glennie came out the victor. Glennie subsequently worked"
"Feng-hsiung Hsu Feng-hsiung Hsu () (nicknamed Crazy Bird) is a computer scientist and the author of the book ""Behind Deep Blue: Building the Computer that Defeated the World Chess Champion"". His work led to the creation of the Deep Thought chess computer, which led to the first chess playing computer to defeat grandmasters in tournament play and the first to achieve a certified grandmaster-level rating. Hsu was the architect and the principal designer of the IBM Deep Blue chess computer. He was the recipient of the 1990 Mephisto Award for his doctoral dissertation and also the 1991 ACM Grace Murray"
"chess computers produced by Fidelity Electronics, which won the first four World Microcomputer Chess Championships. The famous three-time world chess champion Mikhail Botvinnik played a game with Sargon in 1983 at Hamburg. He did not play his best moves but only tested the program's capabilities. Botvinnik himself was also involved in chess program development. White: Mikhail Botvinnik Black: SARGON Hamburg, 1983 1.c4 e5 2.Nc3 d6 3.g3 Be6 4.Bg2 Nc6 5.d3 Nf6 6.f4 Be7 7.Nf3 O-O 8.O-O Qd7 9.e4 Bg4 10.h3 Bxh3 11.f5 Bxg2 12.Kxg2 Nb4 13.a3 Na6 14.b4 c5 15.b5 Nc7 16.Rh1 a6 17.b6 Nce8 18.Ng5 Qc6 19.Rb1 Bd8 20.Nd5"
"X3D Fritz X3D Fritz was a version of the Fritz chess program, which in November 2003 played a four-game Human–computer chess match against world number one Grandmaster Garry Kasparov. The match was tied 2–2, with X3D Fritz winning game 2, Kasparov winning game 3 and drawing games 1 and 4. Fritz ran on four Intel Pentium 4 Xeon CPUs at 2.8 GHz. The match was unique in how Kasparov relayed his moves to the computer. In most human–computer matches, the human makes their moves on a normal board, as in a normal game. These moves are fed into the computer"
"was held in Stockholm. Kaissa, a chess program of the Soviet Union was named the world's first computer chess champion. In 1995, the first World Computer Speed Chess Championship was held in Paderborn, Germany for blitz chess. For a time, computers competed in human tournaments as well, but computers have become so strong that humans are no longer able to compete with them; players now tend to treat them as analysis tools rather than as opponents. Interest remains in computer chess tournaments, especially the World Computer Chess Championship and Top Chess Engine Championship. As of 2016, the World Computer Chess"
"to his vision of an ideal hacker-friendly computer company, as opposed to the more commercial ideals of Symbolics. He was the main implementor of Maclisp on the PDP-6. He wrote Mac Hack, the first computer program to play tournament-level chess and the first to compete in a human chess tournament. AI skeptic Hubert Dreyfus, who famously made the claim that computers would not be able to play high-quality chess, was beaten by the program, marking the start of ""respectable"" computer chess performances. In 1977, unbeaten chess champion Bobby Fischer played three games in Cambridge, Massachusetts against Greenblatt's computer program, and"
"notebook. The computers won 8.5 to 3.5. The humans won one game: Karjakin, the youngest and lowest rated player, defeated Deep Junior. In November 2005, 3 former FIDE world chess champions—Alexander Khalifman, Ruslan Ponomariov and Rustam Kasimdzhanov—played against computers Hydra, Junior and Fritz. The computers won 8 to 4. The Ponomariov vs Fritz game on November 21, 2005 is the last known win by a human against a top performing computer under normal chess tournament conditions. In 2005, Hydra, a dedicated chess computer with custom hardware and sixty-four processors and also winner of the 14th IPCCC in 2005, crushed seventh-ranked"
"made the ThinkPad an immediate hit with the digerati, and the cool factor of the ThinkPad brought back some of the cachet to the IBM brand that was lost in the PC wars of the 1980s. Instrumental to this popular resurgence was the 1997 chess match between IBM's chess-playing computer system Deep Blue and reigning world chess champion Garry Kasparov. Deep Blue's victory was a historic first for a computer over a reigning world champion. Also helping the company reclaim its position as a technology leader was its annual domination of supercomputer rankings and patent leadership statistics. Ironically, a serendipitous"
"Go. Feng-hsiung Hsu Feng-hsiung Hsu () (nicknamed Crazy Bird) is a computer scientist and the author of the book ""Behind Deep Blue: Building the Computer that Defeated the World Chess Champion"". His work led to the creation of the Deep Thought chess computer, which led to the first chess playing computer to defeat grandmasters in tournament play and the first to achieve a certified grandmaster-level rating. Hsu was the architect and the principal designer of the IBM Deep Blue chess computer. He was the recipient of the 1990 Mephisto Award for his doctoral dissertation and also the 1991 ACM Grace"
"first game (Deep Blue – Kasparov, 1996, Game 1), the first time a reigning world champion had lost to a computer using regular time controls. However, Kasparov regrouped to win three and draw two of the remaining five games of the match, for a convincing 4–2 match victory. In May 1997, an updated version of Deep Blue defeated Kasparov 3½–2½ in a highly publicized six-game match. Kasparov won the first, lost the second, and drew the next three. The match was even after five games but Kasparov was crushed in Game 6. This was the first time a computer had"
"El Ajedrecista El Ajedrecista () is an automaton built in 1912 by Leonardo Torres y Quevedo, one of the first autonomous machines capable of playing chess. As opposed to the human-operated The Turk and Ajeeb, ""El Ajedrecista"" was a true automaton built to play chess without human guidance. It played an endgame with three chess pieces, automatically moving a white king and a rook to checkmate the black king moved by a human opponent. The device could be considered the first computer game in history. It created great excitement when it made its debut, at the University of Paris in"
"Computing Machinery awarded Hsu a Grace Murray Hopper Award for his work on Deep Blue. In 1996, the supercomputer lost to world chess champion Garry Kasparov. After the loss, Hsu's team prepared for a re-match. During the re-match with Kasparov, the supercomputer had double the processing power it had during the previous match. On May 11, 1997, Kasparov lost the sixth and final game, and, with it, the match (2½-3½). Prior to building the supercomputer Deep Blue that defeated Kasparov, Hsu worked on many other chess computers. He started with ChipTest, a simple chess-playing chip, based on a design from"
"chess match which can most closely be compared to the Arimaa Challenge match is the Man vs Machine World Team Championship. In 2004 and 2005 a team of humans played against a team of computer opponents. In both years the computers won by wide margin. In 2005 all three humans lost, the computers won 2/3 of the total points, the chess engines were commercially available for the humans to study, and the machine hardware used was not a supercomputer, but rather comparable to hardware used in the Arimaa Challenge. Man-vs.-machine chess matches since 2005 have shown increasing computer dominance. For"
"programs running a Pentium-90 MHz and won against other dedicated units. ChessMachine The ChessMachine was a chess computer sold between 1991 and 1995 by TASC (The Advanced Software Company). It was unique at the time for incorporating both an ARM2 coprocessor for the chess engine on an ISA card which plugged into an IBM PC and a software interface running on the PC to display a chess board and control the engine. The ISA card was sold with a CPU running at either 16 MHz or 32 MHz, and 128 KB, 512 KB, or 1 MB of onboard memory for"
"approximately 250 points. This effect has been replicated in self-play experiments with different machines. Beyond 2,000 points, however, Thompson found that improvements leveled off. Belle (chess machine) Belle was a chess computer developed by Joe Condon (hardware) and Ken Thompson (software) at Bell Labs. In 1983, it was the first machine to achieve master-level play, with a USCF rating of 2250. It won the ACM North American Computer Chess Championship five times and the 1980 World Computer Chess Championship. It was the first system to win using specialized chess hardware. In its final incarnation, Belle used an LSI-11 general purpose"
"first time that a computer had defeated a World Champion in a match of several games. This, as well as the fact that Kasparov had lasted only 19 moves in a game lasting barely more than an hour, attracted much media attention. White: Deep Blue Black: Garry Kasparov Opening: Caro–Kann Defense, Steinitz Variation (""ECO"" B17) 1. e4 c6 2. d4 d5 3. Nc3 dxe4 4. Nxe4 Nd7 5. Ng5 (see diagram) 5... Ngf6 6. Bd3 e6 7. N1f3 h6? (see diagram) 8. Nxe6! 8... Qe7 9. 0-0 9... fxe6 10. Bg6+ Kd8 11. Bf4 (see diagram) 11... b5? 12. a4"