Nimrod | |
---|---|
Designer(s) | John Makepeace Bennett Raymond Stuart-Williams |
Platform(s) | Computer game |
Release | May 5, 1951 |
Genre(s) | Nim |
Mode(s) | Single-player |
The Nimrod, built in the United Kingdom by Ferranti for the 1951 Festival of Britain, was an early computer custom-built to play Nim, inspired by the earlier Nimatron. The twelve-by-nine-by-five-foot (3.7-by-2.7-by-1.5-meter) computer, designed by John Makepeace Bennett and built by engineer Raymond Stuart-Williams, allowed exhibition attendees to play a game of Nim against an artificial intelligence. The player pressed buttons on a raised panel corresponding with lights on the machine to select their moves, and the Nimrod moved afterward, with its calculations represented by more lights. The speed of the Nimrod's calculations could be reduced to allow the presenter to demonstrate exactly what the computer was doing, with more lights showing the state of the calculations. The Nimrod was intended to demonstrate Ferranti's computer design and programming skills rather than to entertain, though Festival attendees were more interested in playing the game than the logic behind it. After its initial exhibition in May, the Nimrod was shown for three weeks in October 1951 at the Berlin Industrial Show before being dismantled.
The game of Nim running on the Nimrod is a candidate for one of the first video games, as it was one of the first computer games to have any sort of visual display of the game. It appeared only four years after the 1947 invention of the cathode-ray tube amusement device, the earliest known interactive electronic game to use an electronic display, and one year after Bertie the Brain , a computer similar to the Nimrod which played tic-tac-toe at the 1950 Canadian National Exhibition. The Nimrod's use of light bulbs rather than a screen with real-time visual graphics, however, much less moving graphics, does not meet some definitions of a video game.
In the summer of 1951, the United Kingdom held the Festival of Britain, a national exhibition held throughout the UK to promote the British contribution to science, technology, industrial design, architecture, and the arts and to commemorate the centenary of the 1851 Great Exhibition. [1] British engineering firm and nascent computer developer Ferranti promised to develop an exhibit for the Festival. In late 1950, John Makepeace Bennett, an Australian employee of the firm and recent Ph.D. graduate from the University of Cambridge, proposed that the company create a computer that could play the game of Nim. In Nim, players take turns removing at least one object from a set of objects, with the goal of being the player who removes the last object; gameplay options can be modeled mathematically. [2] Bennett's suggestion was supposedly inspired by an earlier Nim-playing machine, "Nimatron", which had been displayed in 1940 at the New York World's Fair. [2] [3] The Nimatron machine had been designed by Edward Condon and constructed by Westinghouse Electric from electromechanical relays, and had weighed over a ton. [4] Although Bennett's suggestion was a game, his goal was to show off the computer's ability to do mathematical calculations, as Nim is based on mathematical principles, and thus showcase Ferranti's computer design and programming skills rather than to entertain. [2]
It may appear that, in trying to make machines play games, we are wasting our time. This is not true as the theory of games is extremely complex and a machine that can play a complex game can also be programmed to carry out very complex practical problems.
Pamphlet accompanying the Nimrod sold to Festival of Britain attendees. [5]
Ferranti began work on building the computer on 1 December 1950, with engineer Raymond Stuart-Williams adapting the design by Bennett into a working machine. Development was completed by 12 April 1951, resulting in a device twelve feet wide, nine feet deep, and five feet tall. The majority of the volume was taken up by vacuum tubes and the light bulbs that displayed the state of the game, with the actual computer taking up no more than two percent of the total volume of the machine. [2] The Nimrod took the form of a large box with panels of lights, with a raised stand in front of it with buttons corresponding with the lights, which in turn represented the objects the player could remove. [3]
The player would sit at the stand and press the buttons to make their moves, while one panel of lights showed the state of the game, and another showed the computer's calculations during its move. [3] The computer could be set to make its calculations at various speeds, slowing down so that the demonstrator could describe exactly what the computer was doing in real time. [5] A visual guide attached to the Nimrod explained what the computer was doing during its turn, as well as showing possible game states and how they would be represented by the lights. [3] Signs stating which player's turn it was and whether one or the other had won would light up as appropriate during gameplay. [5]
On 5 May 1951, the Nimrod computer was presented at the Festival as the Nimrod Digital Computer, advertised as "faster than thought" and an "electronic brain". [2] It exclusively played the game of Nim; moves were made by players seated at the raised stand, with the demonstrator sitting on the other side between the stand and the computer. Nimrod could play either the traditional or "reverse" form of the game. [3] A short guidebook was sold to visitors for one shilling and sixpence explaining how computers worked, how the Nimrod worked, and advertising Ferranti's other developments. It explained that the use of a game to demonstrate the power of the machine did not mean that it was meant for entertainment and compared the mathematical underpinnings of Nim with modeling the economics of countries. [5] Players of the Nimrod during the Festival included computer science pioneer Alan Turing. [6]
Although it was intended as a technology demonstration, most of the onlookers at the Festival of Britain were more interested in playing the game than in the programming and engineering logic behind it. Bennett claimed that "most of the public were quite happy to gawk at the flashing lights and be impressed." BBC Radio journalist Paul Jennings claimed that all of the festival attendees "came to a standstill" upon reaching the "frightful" "tremendous gray refrigerator". [2]
After the Festival, the Nimrod was showcased for three weeks in October at the Berlin Industrial Show, where it also drew crowds, including the West Germany economics minister Ludwig Erhard. It was then briefly shown in Toronto; afterwards, however, as it had served its purpose the Nimrod was dismantled. [2] [7] As the Nimrod was not intended as an entertainment product, it was not followed up by any future games, and Ferranti continued its work on designing general purpose computers. Nim was used as a demonstration program for several computers over the next few years, including the Norwegian NUSE (1954), Swedish SMIL (1956), Australian SILLIAC (1956), Polish Odra 1003 ( Marienbad , 1962), Dutch Nimbi (1963), and French Antinéa (1963). [3]
The Nimrod was created only four years after the 1947 invention of the cathode-ray tube amusement device, the earliest known interactive electronic game, and one year after a similar purpose built game-playing machine, Bertie the Brain , the first computer-based game to feature a visual display of any sort. [2] [8] [9] The Nimrod is considered under some definitions one of the first video games, possibly the second. While definitions vary, the prior cathode-ray tube amusement device was a purely analog electrical game, and while the Nimrod and Bertie did not feature an electronic screen they both had a game running on a computer. [10] The software-based tic-tac-toe game OXO and a draughts program by Christopher Strachey were programmed a year later in 1952 and were the first computer games to display visuals on an electronic screen rather than through light bulbs. [3] [9] [11]
A video game, also known as a computer game or just a game, is an electronic game that involves interaction with a user interface or input device to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback. Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.
The Electronic Delay Storage Automatic Calculator (EDSAC) was an early British computer. Inspired by John von Neumann's seminal First Draft of a Report on the EDVAC, the machine was constructed by Maurice Wilkes and his team at the University of Cambridge Mathematical Laboratory in England. EDSAC was the second electronic digital stored-program computer, after the Manchester Mark 1, to go into regular service.
Nim is a mathematical game of strategy in which two players take turns removing objects from distinct heaps or piles. On each turn, a player must remove at least one object, and may remove any number of objects provided they all come from the same heap or pile. Depending on the version being played, the goal of the game is either to avoid taking the last object or to take the last object.
The year 1951 in science and technology involved some significant events, listed below.
The Ferranti Mark 1, also known as the Manchester Electronic Computer in its sales literature, and thus sometimes called the Manchester Ferranti, was produced by British electrical engineering firm Ferranti Ltd. It was the world's first commercially available electronic general-purpose stored program digital computer.
Tennis for Two is a sports video game that simulates a game of tennis, and was one of the first games developed in the early history of video games. American physicist William Higinbotham designed the game in 1958 for display at the Brookhaven National Laboratory's annual public exhibition after learning that the government research institution's Donner Model 30 analog computer could simulate trajectories with wind resistance. He designed the game within a few hours, after which he and technician Robert V. Dvorak built it over a period of three weeks. The game was displayed on an oscilloscope and played with two custom aluminum controllers. Its visuals show a representation of a tennis court viewed from the side, and players adjust the angle of their shots with a knob on their controller and try to hit the ball over the net by pressing a button.
Christopher S. Strachey was a British computer scientist. He was one of the founders of denotational semantics, and a pioneer in programming language design and computer time-sharing. He has also been credited as possibly being the first developer of a video game and for coining terms such as polymorphism and referential transparency that are still widely used by developers today. He was a member of the Strachey family, prominent in government, arts, administration, and academia.
OXO is a video game developed by A S Douglas in 1952 which simulates a game of noughts and crosses (tic-tac-toe). It was one of the first games developed in the early history of video games. Douglas programmed the game as part of a thesis on human-computer interaction at the University of Cambridge.
An electronic game is a game that uses electronics to create an interactive system with which a player can play. Video games are the most common form today, and for this reason the two terms are often used interchangeably. There are other common forms of electronic games, including handheld electronic games, standalone arcade game systems, and exclusively non-visual products.
Mary Lee Berners-Lee was an English mathematician and computer scientist who worked in a team that developed programs in the Department of Computer Science, University of Manchester Mark 1, Ferranti Mark 1 and Mark 1 Star computers. She was the mother of Sir Tim Berners-Lee, the inventor of the World Wide Web, and Mike Berners-Lee, an English researcher and writer on greenhouse gases.
A gaming computer, also known as a gaming PC, is a specialized personal computer designed for playing PC games at high standards. They typically differ from mainstream personal computers by using high-performance graphics cards, a high core-count CPU with higher raw performance and higher-performance RAM. Gaming PCs are also used for other demanding tasks such as video editing.
The history of video games spans a period of time between the invention of the first electronic games and today, covering many inventions and developments. Video gaming reached mainstream popularity in the 1970s and 1980s, when arcade video games, gaming consoles and home computer games were introduced to the general public. Since then, video gaming has become a popular form of entertainment and a part of modern culture in most parts of the world. The early history of video games, therefore, covers the period of time between the first interactive electronic game with an electronic display in 1947, the first true video games in the early 1950s, and the rise of early arcade video games in the 1970s. During this time there was a wide range of devices and inventions corresponding with large advances in computing technology, and the actual first video game is dependent on the definition of "video game" used.
The Manchester Mark 1 was one of the earliest stored-program computers, developed at the Victoria University of Manchester, England from the Manchester Baby. Work began in August 1948, and the first version was operational by April 1949; a program written to search for Mersenne primes ran error-free for nine hours on the night of 16/17 June 1949.
Electro-mechanical games are types of arcade games that operate on a combination of some electronic circuitry and mechanical actions from the player to move items contained within the game's cabinet. Some of these were early light gun games using light-sensitive sensors on targets to register hits, while others were simulation games such as driving games, combat flight simulators and sports games. EM games were popular in amusement arcades from the late 1940s up until the 1970s, serving as alternatives to pinball machines, which had been stigmatized as games of chance during that period. EM games lost popularity in the 1970s, as arcade video games had emerged to replace them in addition to newer pinball machines designed as games of skill.
Bertie the Brain is one of the first games developed in the early history of video games. It was built in Toronto by Josef Kates for the 1950 Canadian National Exhibition. The four meter tall computer allowed exhibition attendees to play a game of tic-tac-toe against an artificial intelligence. The player entered a move on a keypad in the form of a three-by-three grid, and the game played out on a grid of lights overhead. The machine had an adjustable difficulty level. After two weeks on display by Rogers Majestic, the machine was disassembled at the end of the exhibition and largely forgotten as a curiosity.
The Nimatron was an electro-mechanical machine that played Nim. It was first exhibited in April–October 1940 by the Westinghouse Electric Corporation at the 1939-1940 New York World's Fair to entertain fair-goers. Conceived of some months prior by Edward Condon and built by Gerald L. Tawney and Willard A. Derr, the device was a non-programmable digital computer composed of electro-mechanical relays which could respond to players' choices in the game in a dozen different patterns. The machine, which weighed over a metric ton, displayed four lines of seven light bulbs both in front of the player and on four sides of an overhead cube. Players alternated turns with the machine in removing one or more lights from one of the rows until the lights were all extinguished. The calculations were purposely delayed to give the illusion that the machine was considering moves, and winners received a token.
Dietrich Gunther Prinz was a computer science pioneer, notable for his work on early British computers at Ferranti, and in particular for developing the first limited chess program in 1951.
Marienbad was a 1962 Polish puzzle mainframe game created by Elwro engineer Witold Podgórski in Wrocław, Poland for its Odra 1003. It was an adaption of the logic game nim. Inspired by the discussion in the magazine Przekrój of a variant of nim in the 1961 film Last Year at Marienbad, named "Marienbad" by the magazine, Podgórski programmed the game for the in-development 1003 mainframe, released in 1963. The game had players opposing the computer in alternating rounds of removing matches from a set, with the last player to take a match the loser. As the computer always played the optimal moves, it was essentially unbeatable.
Turochamp is a chess program developed by Alan Turing and David Champernowne in 1948. It was created as part of research by the pair into computer science and machine learning. Turochamp is capable of playing an entire chess game against a human player at a low level of play by calculating all potential moves and all potential player moves in response, as well as some further moves it deems considerable. It then assigns point values to each game state, and selects the move resulting in the highest point value.
An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade video games, pinball machines, electro-mechanical games, redemption games or merchandisers.