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Computer chess: a masterful lesson.


Computer Chess 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. : A Masterful Lesson

At best, Deep Thought's performance against world chess champion Gary Kasparov Noun 1. Gary Kasparov - Azerbaijani chess master who became world champion in 1985 by defeating Anatoli Karpov (born in 1963)
Gary Weinstein, Kasparov
 represents a learning experience. In the first ever confrontation between the champion of all chess computers and the world's premier chess mind, Kasparov crushed Deep Though, decisively winning both games in this weekhs exhibition match in New York City New York City: see New York, city.
New York City

City (pop., 2000: 8,008,278), southeastern New York, at the mouth of the Hudson River. The largest city in the U.S.
. The games provided a striking indication of how much farther researchers have to go in developing a chess computer capable of beating all human players.

"This was a particularly clear demonstration of some of Deep Thought's weaknesses," says Murray Campbell There is also Murray Campbell (columnist)
Murray Campbell manages the Intelligent Information Analysis group at the IBM T.J. Watson Research Center in Hawthorne, New York, USA.
, one of five graduate students at Carnegie Mellon University Carnegie Mellon University, at Pittsburgh, Pa.; est. 1967 through the merger of the Carnegie Institute of Technology (founded 1900, opened 1905) and the Mellon Institute of Industrial Research (founded 1913).  (CMU CMU - Carnegie Mellon University ) in Pittsburgh who developed the special microelectronic processors and software that add up to Deep Thought (SN: 12/17/88, p.396). Campbell is now at the IBM (International Business Machines Corporation, Armonk, NY, www.ibm.com) The world's largest computer company. IBM's product lines include the S/390 mainframes (zSeries), AS/400 midrange business systems (iSeries), RS/6000 workstations and servers (pSeries), Intel-based servers (xSeries)  Thomas J. Watson Research Center The Thomas J. Watson Research Center is the headquarters for the IBM Research Division.

The center is on three sites, with the main laboratory in Yorktown Heights, New York, 45 miles north of New York City, a building in Hawthorne, New York, and offices in Cambridge,
 in Yorktown Heights, N.Y., working on a successor to Deep Thought.

Until this week's match, Deep Thought had an enviable record. Earlier this year, based on the results of about 50 games against human opponents (including several successes against players with grandmaster ratings), Deep Thought became the first machine to earn a rating, putting it into the top category of all chess players This is a list of chess players. Chess players
The people in this list are men and women who are primarily known as chess players, and their biographies are presented in the Wikipedia.
. Last May, it won the world computer chess championship World Computer Chess Championship (WCCC) is an annual event where computer chess engines compete against each other. The event is organized by the International Computer Games Association.  - a remarkable feat for a machine less than two years old. In that ime, Deep Thought had lost only a handful of games.

Kasparov, who resides in Baku in the Soviet Union, prepared for the match by studying the characteristics of Deep Thought's games. "Computers think very narrowly," Kasparov said before the first game, calling Deep Thought's strategies a little too primitive.

Kasparov played in an uncharacteristically deliberate fashion, avoiding the daring moves that typify his famous matches. Instead, according to CMU computer scientist and chess expert Hans Berliner, Kasparov played more like a stern schoolmaster SCHOOLMASTER. One employed in teaching a school.
     2. A schoolmaster stands in loco parentis in relation to the pupils committed to his charge, while they are under his care, so far as to enforce obedience to his, commands, lawfully given in his capacity of
 setting a carefully crafted test designed to put a precocious but inexperienced student in his place. Unable to search far enough ahead to gauge the effect of key moves and distracted from making any kind of concerted attack, Deep Thought readily fell into the traps Kasparov set.

Although the games revealed the considerable shortcomings A shortcoming is a character flaw.

Shortcomings may also be:
  • Shortcomings (SATC episode), an episode of the television series Sex and the City
 in Deep Thought's play at the beginning of a game, they also showed the computer's strengths - particularly in making the best of a seemingly lost cause. Faced with an unfavorable position so early in a game, a human player would either give up or try something drastic. The computer, however, can stave off defeat for a long time, making the best possible moves availabe while waiting for its opponent to make a mistake. Unfortunately for Deep Thought, Kasparov played flawlessly.

Campbell and his colleagues didn't expect Deep Thought to win, although they believed it had a chance to force one game into a draw. Indeed, they regard losing a game as more valuable than winning. "If you keep winning, you don't learn. You have to lose a bit to learn," says CMU's Thomas Anantharaman. "We will probably learn a lot from Kasparov."

During the second game, the CMU team identified at least one minor error in the Deep Thought program. The researchers are now checking the system for other problems that may account for some apparently inexplicable moves in the first game.

Berliner, who developed the cases computer Hitech, and other computer chess enthusiasts also hope to glean useful information from the Deep Thought-Kasparov match. They plan to have their chess machines evaluate the various positions that came up during the games to see how their computers would have reacted. Like human players, different chess computers have different strengths and weaknesses.

Chess originally attracted computer scientists because it provided a clearly defined problem that was neither so simple as to be trivial nor too difficult for a solution. Thus, chess programs are sometimes useful for testing new programming concepts that may prove handy in other applications. But the real driving force is pride in what the human mind can accomplish - either in playing chess or in programming a computer to play chess.

"Eventually, the world champion will lose to a computer. The question is when," says Feng-hsiung Hsu, a member of the CMU team and now at IBM. "I think it may be in three to five years."

Kasparov disagrees. "I think I can beat any computer ... perhaps to the end of the century, perhaps with a new strategy," he insists. "Chess is much wider than calculation. It's wider than logic. You need fantasy and imagination."
COPYRIGHT 1989 Science Service, Inc.
No portion of this article can be reproduced without the express written permission from the copyright holder.
Copyright 1989, Gale Group. All rights reserved. Gale Group is a Thomson Corporation Company.
roberthill
robert supwood (Member): I B MONKEYS PLAY CEEHS 7/28/2009 1:22 AM
YES THOSE MONKS EES AND ANCIENT TIPWRITERS FINALLY TYPE THE LAST WORD, kasparov ... after an infinite no of games a finite result !!! THE DEEPER THE THOUGHT, THE CLOSER THE LOST HORIZON OF SANITY.<br><br><br>A MUDDLE OF MAD MONKEYS MATE A COMPUTER / TERKEYS or COMMEYS RESULT ... CHECK THAT MATE.<br><br>REGARDS big blue al.

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Title Annotation:chess computer Deep Thought vs. Gary Kasporov
Author:Peterson, I.
Publication:Science News
Date:Oct 28, 1989
Words:747
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