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Computer Chess
History of Computer Chess
The time period of 1949 and 1950 is considered to be the birth of computer chess. In 1949, Claude Shannon, an American mathematician, wrote an article titled “Programming a Computer for Playing Chess” (5). The article contained basic principles of programming a computer for playing chess. It described two possible search strategies for a move which circumvented the need to consider all the variations from a particular position. These strategies will be described later when we talk about implementing chess as a computer program. Since then, no other strategy has been developed which works better and all engines use one of these strategies at their cores.
About a year later, in 1950, an English mathematician Alan Turing (6) (published in 1953) came up with an algorithm aimed at teaching a machine to play chess. Unfortunately, at that time there was no machine powerful enough to implement such an algorithm. Therefore, Turing worked out the algorithm manually and played against one of his colleagues. The algorithm lost, but it was the beginning of computer chess.
In the same year, John von Neumann created a calculating machine which very powerful for the time. The machine was built in order to perform calculations for the Manhattan Project. But before it was used there, it was tested by implementing an algorithm for playing a simplified variant of the game (6x6 board without bishops, no castling, no two-square move of a pawn, and some other restrictions). The machine played three games: it beat itself with white, lost to a strong player, and beat a young girl who had been taught how to play chess a week before (7).
In 1958, a great leap in the area was made by scientists at Carnegie-Mellon Univ...
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...age here is that, it is possible to accumulate information about the effectiveness of each move throughout the whole game tree, unlike killer moves where only a certain sub-tree is considered.
Each time a move proved to be good (caused a quick cut-off or achieved a high evaluation score), its characteristic, which indicates how good this move is, is increased and the greater this characteristic is, higher is the move’s privilege in the list. For example, the move that was placed among the best ones 2 plies ago will still have a good characteristic and can be placed at the top even if a different piece can move so now. Thus, in Fig. 4, after the game continued 1. … Qxc3 2. Bxc3, white’s move Bxf6 (instead of Qxf6 a move ago) is still dangerous. Of course, all this makes sense only for a certain period of time, and so the history table must be cleaned periodically.
And the skills we try to learn can be less strenuous to obtain. He takes us back to kasparov and how when he was coming about in the soviet union only a few kids that showed promise could get lessons from a grand master and then be able to access records to famous chess games. Clive Thompson considers the fact that computers have leveled the playing field. Now any kid anywhere in the world that has access to the internet can learn more about chess games. Playing an artificial opponent made the game a little faster and the instincts of a player became fast as well. A player could also experiment and see what the outcome of different moves could be. This also means grandmaster players are being produced at a much younger age than ever before. He makes a reference to grand master Bobby Fischer who became a grand master at age fifteen. He does this to show how with the emergence of computers new grand masters are getting younger and younger. Such as Sergey Karjakin who became grand master in two thousand and two at the age of twelve. This clearly shows how computers speed up the learning
Once Deep Blue supercomputer defeated chess grandmaster Kasparov, he, Kasparov, thought what would happen if “humans and computers collaborated” (Thompson 343)? Kasparov figured that it would be a symbiotic relationship in which “each might benefit from the other’s peculiar powers” (Thompson344). A Notably example would a 2005 “freestyle” chess tournament, which consisted of teams with computers and chess players. With a tournament full of computers and chess grandmasters, the winners were amateur chess players Cramton and Zackary (Thompson345). The reason why these players were able to win is because they were “expert[s] at collaborating with computers.” By themselves these players would not have the skills to take on such talented players, but since Cramton and Zackary were able to know “when to rely on human smarts and when to rely on the machine’s advice” they were able to succeed (Thompson 345). These players were able to harness the power of the symbiotic relationship between man and machine. In conclusion, when it comes down to the wire on “who’s smarter-humans or machines; the answer is neither, it’s both working side by side” (Thompson 347). In addition, the benefits of these digital gadgets can be summarized into three
These projects come to live in the Research division at IBM. In 2005 Paul Horn, director of the division wanted to try to create a machine able to pass the Turing Test. No machine had done it. But researchers didn’t believe that it would get the public’s attention in the way that Deep Blue had. Horn thought of another game where it would...
The official foundations for "artificial intelligence" were set forth by A. M. Turing, in his 1950 paper "Computing Machinery and Intelligence" wherein he also coined the term and made predictions about the field. He claimed that by 1960, a computer would be able to formulate and prove complex mathematical theorems, write music and poetry, become world chess champion, and pass his test of artificial intelligences. In his test, a computer is required to carry on a compelling conversation with humans, fooling them into believing they are speaking with another human. All of his predictions require a computer to think and reason in the same manner as a human. Despite 50 years of effort, only the chess championship has come true. By refocusing artificial intelligence research to a more humanlike, cognitive model, the field will create machines that are truly intelligent, capable of meet Turing's goals. Currently, the only "intelligent" programs and computers are not really intelligent at all, but rather they are clever applications of different algorithms lacking expandability and versatility. The human intellect has only been used in limited ways in the artificial intelligence field, however it is the ideal model upon which to base research. Concentrating research on a more cognitive model will allow the artificial intelligence (AI) field to create more intelligent entities and ultimately, once appropriate hardware exists, a true AI.
There are many theories about the origination of chess. The most popular idea is that it originated from the game Chaturanga, once thought to be Chinese Checkers, but now is believed to be of Indian Origin (from India, the country). According to Eastern Legend, Chaturanga was invented by a man named Sissa. Sissa was a Brahman at the Court of King Balhait of India. King Balhait was tired of dice games that depended primarily on luck and chance, so he ordered his wise men to come up with a game that depended on a player’s judgement and skill. Sissa took an eight by eight grid of sixty-four squares, which back then in India was called an Ashtapada Board, and checkered it with with colors. The pieces he used were based on the four categories of the Indian army: The elephants, the cavalry, the chariots and the infantry. He also used the King and his chief counselor. Sissa made the rules so that you have to use strategy and skill in order to win. The King was very pleased with this new game. It reduced luck and chance to a small role. He ordered that it be played in every temple as training in the art of war.
When World War II broke out in 1939 the United States was severely technologically disabled. There existed almost nothing in the way of mathematical innovations that had been integrated into military use. Therefore, the government placed great emphasis on the development of electronic technology that could be used in battle. Although it began as a simple computer that would aid the army in computing firing tables for artillery, what eventually was the result was the ENIAC (Electronic Numerical Integrator and Computer). Before the ENIAC it took over 20 hours for a skilled mathematician to complete a single computation for a firing situation. When the ENIAC was completed and unveiled to the public on Valentine’s Day in 1946 it could complete such a complex problem in 30 seconds. The ENIAC was used quite often by the military but never contributed any spectacular or necessary data. The main significance of the ENIAC was that it was an incredible achievement in the field of computer science and can be considered the first digital and per...
Mark I. It was actually a electromechanical calculation. It is said that this was the first potentially computers. In 1951 Remington Rand’s came out with the UNIVAC it began
To provide the necessary context for the design of the Turing Machine, one must study the history of its creator, Alan Turing. He was born on June 23, 1912, in the city of London. Although a very wise child,
...ere are gears used to select which numbers you want. Though Charles Babbage will always be credited with making the first “true” computer, and Bill Gates with popularizing it, Blaise Pascal will always have a place among the first true innovator of the computer. There is even a programming language called Pascal or Object Pascal which is an early computer program.
Studies show that over time, the game of chess can truly be helpful not only in the game, but also in the workforce and educational objectives. For example, doctors and psychologists show that over time, one might improve not only their mood and logical skills, but also in one’s educational and developmental skills at a young age. In fact, if one person starts playing chess and their reading levels are below average, over a period of time learning the game of chess, someone could actually increase both their math and reading levels dramatically through the powerful gains of the game itself. In addition, people who have developmental disorders and other conditions such as autism, ADHD, dyslexia, dysgraphia can also benefit from playing the game of chess. Chess is more than just a simple board game; it has been shown to have several educational benefits that might help you improve your IQ score, math and reading scores, and more.
Computer engineering started about 5,000 years ago in China when they invented the abacus. The abacus is a manual calculator in which you move beads back and forth on rods to add or subtract. Other inventors of simple computers include Blaise Pascal who came up with the arithmetic machine for his father’s work. Also Charles Babbage produced the Analytical Engine, which combined math calculations from one problem and applied it to solve other complex problems. The Analytical Engine is similar to today’s computers.
“Even people who are not Chess players are watching the match now. We now have hope that we can take the game to the masses,” said Grandmaster (GM) R B Ramesh on being asked how beneficial this match would be to the game of Chess.
A handful of the events of World War remained mysteries for years and years. Decades later, one particular piece of classified information was revealed to the cities of the world. The film, The Imitation Game tells the story of solving the unbreakable, German Enigma machine, winning the war, and saving millions of lives. Throughout the film, Alan Turing shares life experiences and through his work shows the importance of perseverance despite outside disbelief and negativity. Alan never let go of his idea of a digital machine and looked past the people around him who were uncertain. Instead, he embraced those who had confidence in his ability and idea. Without his perseverance, the basic principles of a modern day computer would never exist.
Turing's excellence in mathematics was first demonstrated when he proved a complex problem in mathematics without knowing a shred of even the most elementary levels of calculus in 1927 (age 15). Later in 1928, Turing again demonstrated impressive scientific skills when he comprehended the studies and conclusions of Albert Einstein and even possibly deduced conclusions when they were not made
The history of the computer dates back all the way to the prehistoric times. The first step towards the development of the computer, the abacus, was developed in Babylonia in 500 B.C. and functioned as a simple counting tool. It was not until thousands of years later that the first calculator was produced. In 1623, the first mechanical calculator was invented by Wilhelm Schikard, the “Calculating Clock,” as it was often referred to as, “performed it’s operations by wheels, which worked similar to a car’s odometer” (Evolution, 1). Still, there had not yet been anything invented that could even be characterized as a computer. Finally, in 1625 the slide rule was created becoming “the first analog computer of the modern ages” (Evolution, 1). One of the biggest breakthroughs came from by Blaise Pascal in 1642, who invented a mechanical calculator whose main function was adding and subtracting numbers. Years later, Gottfried Leibnez improved Pascal’s model by allowing it to also perform such operations as multiplying, dividing, taking the square root.