Deep Thought (chess computer)

Last updated

Deep Thought was a computer designed to play chess. Deep Thought was initially developed at Carnegie Mellon University and later at IBM. [1] It was second in the line of chess computers developed by Feng-hsiung Hsu, starting with ChipTest and culminating in Deep Blue. In addition to Hsu, the Deep Thought team included Thomas Anantharaman, Mike Browne, Murray Campbell and Andreas Nowatzyk. [2] Deep Thought became the first computer to beat a grandmaster in a regular tournament game when it beat Bent Larsen in 1988, [2] but was easily defeated in both games of a two-game match with Garry Kasparov in 1989 as well as in a correspondence match with Michael Valvo.

Contents

It was named after Deep Thought, a fictional computer in Douglas Adams' series, The Hitchhiker's Guide to the Galaxy . The naming of chess computers has continued in this vein with Deep Blue, Deep Fritz, Deep Junior, etc.

Deep Thought won the North American Computer Chess Championship in 1988 and the World Computer Chess Championship in the year 1989, and its rating, according to the USCF was 2551. [2] In 1994, Deep Thought 2 won the North American Computer Chess Championship for the fifth time, with its rating estimated at around 2600. It was sponsored by IBM. Some engineers who designed Deep Thought also worked in the design of Deep Thought 2. Its algorithms were quite simple evaluation functions, but it could examine half a billion chess positions per move in tournament games, which is sufficient to reach depth of 10 or 11 moves ahead in complex positions. Despite that, using the technique of singular extensions it could also follow lines of forced moves that reach even further, which is how it once found a checkmate in 18 moves.[ citation needed ]

See also

Notes

  1. "History of deep blue". IBM. 7 March 2012. Retrieved 27 February 2016.
  2. 1 2 3 Hans Berliner (1989). "Deep Thought wins the $10,000 Fredkin Prize" (PDF). AI Magazine Volume 10 Number 2. Retrieved 27 February 2016.

Related Research Articles

<span class="mw-page-title-main">Chess</span> Strategy board game

Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to distinguish it from related games, such as xiangqi and shogi. The recorded history of chess goes back at least to the emergence of a similar game, chaturanga, in seventh century India. The rules of chess as they are known today emerged in Europe at the end of the 15th century, with standardization and universal acceptance by the end of the 19th century. Today, chess is one of the world's most popular games, played by millions of people worldwide.

<span class="mw-page-title-main">Garry Kasparov</span> Russian chess grandmaster, political activist and writer

Garry Kimovich Kasparov is a Russian chess grandmaster, former World Chess Champion (1985–2000), political activist and writer. His peak FIDE chess rating of 2851, achieved in 1999, was the highest recorded until being surpassed by Magnus Carlsen in 2013. From 1984 until his retirement from regular competitive chess in 2005, Kasparov was ranked world no. 1 for a record 255 months overall. Kasparov also holds records for the most consecutive professional tournament victories (15) and Chess Oscars (11).

<span class="mw-page-title-main">Deep Blue (chess computer)</span> Chess-playing computer made by IBM

Deep Blue was a chess-playing expert system run on a unique purpose-built IBM supercomputer. It was the first computer to win a game, and the first to win a match, against a reigning world champion under regular time controls. Development began in 1985 at Carnegie Mellon University under the name ChipTest. It then moved to IBM, where it was first renamed Deep Thought, then again in 1989 to Deep Blue. It first played world champion Garry Kasparov in a six-game match in 1996, where it lost four games to two. It was upgraded in 1997 and in a six-game re-match, it defeated Kasparov by winning two games and drawing three. Deep Blue's victory is considered a milestone in the history of artificial intelligence and has been the subject of several books and films.

Deep Thought or Deep Thinking may refer to:

<span class="mw-page-title-main">Computer chess</span> Computer hardware and software capable of playing chess

Computer chess includes both hardware 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. Computer chess applications that play at the level of a chess master or higher are available on hardware from supercomputers to smart phones. Standalone chess-playing machines are also available. Stockfish, GNU Chess, Fruit, and other free open source applications are available for various platforms.

Feng-hsiung Hsu is a Taiwanese-American 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.

<span class="mw-page-title-main">Deep Blue versus Kasparov, 1996, Game 1</span> Computer vs. human chess match

Deep Blue–Kasparov, 1996, Game 1 is a famous chess game in which a computer played against a human being. It was the first game played in the 1996 Deep Blue versus Garry Kasparov match, and the first time that a chess-playing computer defeated a reigning world champion under normal chess tournament conditions.

<span class="mw-page-title-main">Chess engine</span> Computer program for chess analysis and game

In computer chess, a chess engine is a computer program that analyzes chess or chess variant positions, and generates a move or list of moves that it regards as strongest.

ChipTest was a 1985 chess playing computer built by Feng-hsiung Hsu, Thomas Anantharaman and Murray Campbell at Carnegie Mellon University. It is the predecessor of Deep Thought which in turn evolved into Deep Blue.

<i>Game Over: Kasparov and the Machine</i> 2003 Canadian film

Game Over: Kasparov and the Machine is a 2003 documentary film by Vikram Jayanti about the match between Garry Kasparov, the highest rated chess player in history, the World Champion for 15 years (1985–2000) and an anti-communist politician, and Deep Blue, a chess-playing computer created by IBM. It was coproduced by Alliance Atlantis and the National Film Board of Canada.

<span class="mw-page-title-main">Deep Blue versus Kasparov, 1997, Game 6</span> Chess game between human and computer

Game 6 of the Deep Blue–Kasparov rematch, played in New York City on May 11, 1997 and starting at 3:00 p.m. EDT, was the last chess game in the 1997 rematch of Deep Blue versus Garry Kasparov.

Hydra was a chess machine, designed by a team with Dr. Christian "Chrilly" Donninger, Dr. Ulf Lorenz, GM Christopher Lutz and Muhammad Nasir Ali. Since 2006 the development team consisted only of Donninger and Lutz. Hydra was under the patronage of the PAL Group and Sheikh Tahnoon Bin Zayed Al Nahyan of Abu Dhabi. The goal of the Hydra Project was to dominate the computer chess world, and finally have an accepted victory over humans.

<span class="mw-page-title-main">Maxim Dlugy</span> American chess player

Maxim Alexandrovich Dlugy is an American chess player with the FIDE title of Grandmaster.

Thomas S. Anantharaman is a computer statistician specializing in Bayesian inference approaches for NP-complete problems. He is best known for his work with Feng-hsiung Hsu from 1985 to 1990 on the Chess playing computers ChipTest and Deep Thought at Carnegie Mellon University which led to his 1990 PhD Dissertation: "A Statistical Study of Selective Min-Max Search in Computer Chess". This work was the foundation for the IBM chess-playing computer Deep Blue which beat world champion Garry Kasparov in 1997.

Murray Campbell is a Canadian computer scientist known for being part of the team that created Deep Blue; the first computer to defeat a world chess champion.

<span class="mw-page-title-main">Deep Blue versus Garry Kasparov</span> Chess matches between Deep Blue and Kasparov

Deep Blue versus Garry Kasparov was a pair of six-game chess matches between then-world chess champion Garry Kasparov and an IBM supercomputer called Deep Blue. Kasparov won the first match, held in Philadelphia in 1996, by 4–2. Deep Blue won a 1997 rematch held in New York City by 3½–2½. The second match was the first defeat of a reigning world chess champion by a computer under tournament conditions, and was the subject of a documentary film, Game Over: Kasparov and the Machine.

<span class="mw-page-title-main">Anti-computer tactics</span> Human methods against game-playing computers

Anti-computer tactics are methods used by humans to try to beat computer opponents at various games, especially in board games such as chess and Arimaa. It often involves playing conservatively for a long-term advantage that the computer is unable to find in its game tree search. This will frequently involve selecting moves that appear suboptimal in the short term in order to exploit known weaknesses in the way computer players evaluate positions.

This article documents the progress of significant human–computer chess matches.

The history of chess began nearly 1500 years ago, and over the past millennium and a half the game has changed drastically. No technology or strategy, however, has changed chess as much as the introduction of chess engines. Despite only coming into existence within the previous 70 years, the introduction of chess engines has molded and defined how top chess is played today.

References