Poole vs. HAL 9000 is a chess game depicted in the 1968 science fiction film 2001: A Space Odyssey . Astronaut Frank Poole (White) plays the supercomputer HAL 9000 (Black) using a video screen as a chessboard. Each player takes turns during a game in progress, making their moves orally using descriptive notation and natural language. Poole resigns the game once HAL indicates a certain path to checkmate; however, the move which HAL suggests Frank might make is not forced . Stanley Kubrick, director of 2001, was an avid chess player.
The game is shown continuously and legibly for several seconds in a single shot. The board positions and moves made are identical with the conclusion of a real game: Roesch–Schlage, Hamburg 1910, which was reported in a 1955 collection of short games by Irving Chernev. [1] Chess writers have therefore attributed the fictional game fragment to the real one, equating the two and suggesting that the former derived from the latter.
According to chess writers, the game depicted in the film is based on a tournament game played between Roesch and Willi Schlage in Hamburg, 1910. [2] [3]
White: A. Roesch Black: W. Schlage Opening: Ruy Lopez, Wormald Variation ( ECO C77) [4] [5]
1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. Qe2 b5 6. Bb3 Be7 7. c3 0-0 8. 0-0 d5
9. exd5 Nxd5 10. Nxe5 Nf4 11. Qe4 Nxe5 12. Qxa8?
a | b | c | d | e | f | g | h | ||
8 | 8 | ||||||||
7 | 7 | ||||||||
6 | 6 | ||||||||
5 | 5 | ||||||||
4 | 4 | ||||||||
3 | 3 | ||||||||
2 | 2 | ||||||||
1 | 1 | ||||||||
a | b | c | d | e | f | g | h |
12... Qd3! 13. Bd1 Bh3! (diagram)
14. Qxa6?
14... Bxg2 15. Re1 Qf3
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Arthur C. Clarke's novelization of 2001 also indicated that the astronauts could pass the time by playing various board games with HAL, though no specific game (whether chess or otherwise) was depicted. Unlike the film, Clarke's treatment stated that HAL won only half of games played.
For relaxation he (Dave Bowman) could always engage Hal in a large number of semimathematical games, including checkers, chess, and polyominoes. If Hal went all out, he could win any one of them; but that would be bad for morale. So he had been programmed to win only fifty percent of the time, and his human partners pretended not to know this.
— 2001, p. 100. [9]
Unlike Kubrick, Clarke had no particular interest in chess and said that if he did, 2001 would not have been made as the two "would have just played chess". [10] Consonant with Clarke's passing mention of polyominoes, a game involving pentominoes was shot and considered for use in the film, but ultimately passed over [11] in favor of the chess game, which Kubrick felt would be more familiar to audiences. [12] Parker Brothers had planned a corresponding board game as a tie-in to the film, which was released as Universe in 1967; the cover art on the box included a still from the unused cut. [13]
Murray Campbell, a member of the team that developed the chess computer Deep Blue, contributed an article to a book exploring the scientific and cultural implications of the HAL character. [6] Campbell argued that HAL's style of play was more "human" than that of Deep Blue's, in the sense that HAL (Schlage) chose a "nonoptimal" move at 9...Nxd5, which nevertheless stymied his human opponent. In contrast, the real computer Deep Blue used "inhuman" brute-force searching and minimax optimization to always seek the best available move. The book's publication was concurrent with Deep Blue's two matches against the Russian grandmaster Garry Kasparov in 1996 and 1997; the human player won the first match, while the computer won the latter.
Tim Krabbé criticized the choice of Roesch–Schlage by way of its aesthetics, calling it "a plain game"; he likewise suggested that the choice of the game implicated Kubrick's own acumen as a player, as well as that of its fictional characters. According to Krabbé, the aesthetic consideration and the simple endgame variation announced by HAL (but not actually played) might explain the character's misuse of descriptive notation when announcing the queen's movement: "A player who would be impressed by that Queen's sacrifice, might be weak enough to make a mistake in its descriptive notation." [14]
HAL 9000 is a fictional artificial intelligence character and the main antagonist in Arthur C. Clarke's Space Odyssey series. First appearing in the 1968 film 2001: A Space Odyssey, HAL is a sentient artificial general intelligence computer that controls the systems of the Discovery One spacecraft and interacts with the ship's astronaut crew. While part of HAL's hardware is shown toward the end of the film, he is mostly depicted as a camera lens containing a red and yellow dot, with such units located throughout the ship. HAL 9000 is voiced by Douglas Rain in the two feature film adaptations of the Space Odyssey series. HAL speaks in a soft, calm voice and a conversational manner, in contrast to the crewmen, David Bowman and Frank Poole.
Algebraic notation is the standard method for recording and describing the moves in a game of chess. It is based on a system of coordinates to uniquely identify each square on the board. It is used by most books, magazines, and newspapers.
Descriptive notation is a chess notation system based on abbreviated natural language. Its distinctive features are that it refers to files by the piece that occupies the back rank square in the starting position and that it describes each square two ways depending on whether it is from White or Black's point of view. It was common in English, Spanish and French chess literature until about 1980. In most other languages, the more concise algebraic notation was in use. Since 1981, FIDE no longer recognizes descriptive notation for the purposes of dispute resolution, and algebraic notation is now the accepted international standard.
This glossary of chess explains commonly used terms in chess, in alphabetical order. Some of these terms have their own pages, like fork and pin. For a list of unorthodox chess pieces, see Fairy chess piece; for a list of terms specific to chess problems, see Glossary of chess problems; for a list of named opening lines, see List of chess openings; for a list of chess-related games, see List of chess variants; for a list of terms general to board games, see Glossary of board games.
The fifty-move rule in chess states that a player can claim a draw if no capture has been made and no pawn has been moved in the last fifty moves. The purpose of this rule is to prevent a player with no chance of winning from obstinately continuing to play indefinitely or seeking to win by tiring the opponent.
The Immortal Game was a chess game played in 1851 by Adolf Anderssen and Lionel Kieseritzky. It was played while the London 1851 chess tournament was in progress, an event in which both players participated. The Immortal Game was itself a casual game, however, not played as part of the tournament. Anderssen won the game by allowing a double rook sacrifice, a major loss of material, while also developing a mating attack with his remaining minor pieces. Despite losing the game, Kieseritzky was impressed with Anderssen's performance. Shortly after it was played, Kieseritzky published the game in La Régence, a French chess journal which he helped to edit. In 1855, Ernst Falkbeer published an analysis of the game, describing it for the first time with its namesake "immortal".
Checkmate is any game position in chess and other chess-like games in which a player's king is in check and there is no possible escape. Checkmating the opponent wins the game.
In chess, the fool's mate is the checkmate delivered after the fewest possible moves from the game's starting position. It arises from the following moves, or similar:
In chess, a back-rank checkmate is a checkmate delivered by a rook or queen along the opponent's back rank in which the mated king is unable to move up the board because the king is blocked by friendly pieces on the second rank.
In chess, en passant describes the capture by a pawn of an enemy pawn on the same rank and an adjacent file that has just made an initial two-square advance. The capturing pawn moves to the square that the enemy pawn passed over, as if the enemy pawn had advanced only one square. The rule ensures that a pawn cannot use its two-square move to safely skip past an enemy pawn.
Chess notation systems are used to record either the moves made or the position of the pieces in a game of chess. Chess notation is used in chess literature, and by players keeping a record of an ongoing game. The earliest systems of notation used lengthy narratives to describe each move; these gradually evolved into more compact notation systems. Algebraic notation is now the accepted international standard, with several variants. Descriptive chess notation was used in English- and Spanish-language literature until the late 20th century, but is now obsolescent. Portable Game Notation (PGN) is a text file format based on English algebraic notation which can be processed by most chess software. Other notation systems include ICCF numeric notation, used for international correspondence chess, and systems for transmission using Morse code over telegraph or radio. The standard system for recording chess positions is Forsyth–Edwards Notation (FEN).
The Damiano Defence is a chess opening beginning with the moves:
A selfmate is a chess problem in which White, moving first, must force the unwilling Black to deliver checkmate within a specified number of moves. Selfmates were once known as sui-mates.
The Saavedra position is one of the best-known chess endgame studies. It is named after the Spanish priest Fernando Saavedra (1849–1922), who lived in Glasgow during the late 19th century. Though not a strong player, he spotted a win involving a dramatic underpromotion in a position previously thought to have been a draw.
An endgame tablebase is a computerized database that contains precalculated exhaustive analysis of chess endgame positions. It is typically used by a computer chess engine during play, or by a human or computer that is retrospectively analysing a game that has already been played.
The Peruvian Immortal is the name given to a chess game played by the Peruvian master Esteban Canal against an unknown amateur in a simultaneous exhibition he gave at Budapest in 1934. In just 14 moves, Canal sacrificed both his rooks and his queen, finishing with Boden's mate.
A joke chess problem is a puzzle in chess that uses humor as a primary or secondary element. Although most chess problems, like other creative forms, are appreciated for serious artistic themes, joke chess problems are enjoyed for some twist. In some cases the composer plays a trick to prevent a solver from succeeding with typical analysis. In other cases, the humor derives from an unusual final position. Unlike in ordinary chess puzzles, joke problems can involve a solution which violates the inner logic or rules of the game.
Since its premiere in 1968, the film 2001: A Space Odyssey has been analysed and interpreted by numerous people, ranging from professional movie critics to amateur writers and science fiction fans. The director of the film, Stanley Kubrick, and the writer, Arthur C. Clarke, wanted to leave the film open to philosophical and allegorical interpretation, purposely presenting the final sequences of the film without the underlying thread being apparent; a concept illustrated by the final shot of the film, which contains the image of the embryonic "Starchild". Nonetheless, in July 2018, Kubrick's interpretation of the ending scene was presented after being newly found in an early interview.
Willi Schlage was a German chess master and trainer. Active as a player during the inter-war years of the Weimar Republic and later as a trainer during the rise of the Third Reich, Schlage is remembered for a game depicted in the science fiction film 2001: A Space Odyssey, which chess writers attributed to him. He is also known for an endgame position attributed to a game played with Carl Ahues, frequently presented as an example in endgame literature.
The following outline is provided as an overview of and topical guide to chess:
12.d4 Bb7 13.Qxf4 (13.Qxb7 Ne2+ 14.Kh1 Nxc1 15.Rxc1 Nd3 16.Rf1 c5 =/∞) 13...Nd3 14.Qf5 Nxc1 15.Rxc1 g6 16.Qg4 Bg5 17.Rd1 +/=
The only unknown to become immortal twice.