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Deep Thought for winning chess.


Deep Thought for winning chess

The computer Deep Thought has earned the highest chess rating yet achieved by a machine, putting it in the top ranks 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.
. Built and programmed by a team of 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).  in Pittsburgh, Deep Thought last month also tied for first place in a major chess tournament featuring some of the top human chess Human chess is a variant of chess, often played at Renaissance Fairs, where people take on the roles of the various chess pieces (king, knight, bishop, etc.). This is typically done on an outdoor field, with the squares of the board marked out on the grass.  players in the United States United States, officially United States of America, republic (2005 est. pop. 295,734,000), 3,539,227 sq mi (9,166,598 sq km), North America. The United States is the world's third largest country in population and the fourth largest country in area. .

Deep Thought is a direct descendant of Chiptest, an experimental machine that last year won the North American North American

named after North America.


North American blastomycosis
see North American blastomycosis.

North American cattle tick
see boophilusannulatus.
 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.  championship (SN: 11/21/87, p. 335). Developed by Feng-Hsiung Hsu
This is a Chinese name; the family name is Hsu.
Feng-hsiung Hsu (Chinese: 許峰雄; Pinyin: Xǔ Fēng Xióng 
 and Thomas Anantharaman Thomas 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 on the Chess playing computers ChipTest and Deep Thought at Carnegie Mellon University.  and their collaborators, Deep Thought consists of two Chiptest processors. It incorporates a new searching algorithm known as "singular extension," which allows the machine to probe deeper along promising tracks rather than stay with a general search. By replaying completed games backwards the machine uses hindsight to learn from its mistakes. Nevertheless, it has trouble generalizing its new knowledge to situations that are similar but not identical to chess positions already encountered.

In the world of chess, Deep Thought has now earned a rating of roughly 2545, putting it at the grandmaster level. The world champion has a rating of more than 2700. By maintaining a rating of more than 2500 for 25 consecutive games, Deep Thought qualifies for the $10,000 Fredkin intermediate prize awarded to the first machine achieving a grandmaster rating.

Deep Thought's principal computer rival is another Carnegie Mellon chess machine named Hitech, developed by computer scientist and chess expert Chess expert is a rating and title given by the United States Chess Federation. It is awarded to chess players rated from 2000 to 2199. Players rated above that are masters while players below that are class players.  Hans Berliner Hans Jack Berliner (born Berlin, Germany, January 27, 1929), a Professor of Computer Science at Carnegie Mellon University, is a former World Correspondence Chess Champion, from 1965-1968.  and graduate student Carl Ebeling. Hitech, which has a rating just over 2400, doesn't search as deeply or as intelligently as Deep Thought, but tries to make up for this drawback by incorporating more chess knowledge to guide its play. Hitech is particularly good at recognizing special chess patterns.

In the only meeting between Deep Thought and Hitech, during this year's North American computer chess championship, Deep Thought won and went on to capture the title. Hitech lost two games in that tournament. The computer happened to encounter chess positions it didn't really understand, says Murray Campbell, who has worked on both Hitech and Deep Thought. "It knew it was winning, but it didn't know how to win and ended up losing."

Hitech, however, played superbly last September in an exhibition match against grandmaster and former U.S. champion Arnold Denker. Winning three games and drawing one, Hitech became the first chess computer to beat a human player ranked as high as a grandmaster. In last month's tournament, Deep Thought alos defeated one player at the grandmaster level but lost to another -- its only loss in the tournament.

Hsu and his group now plan to put together an eight-processor version of Deep Thought, further increasing the chess computer's speed and capabilities. However, even in its present form, Deep Thought gets the respect of its human opponents, who sometimes term its play surprisingly creative.

"The seemingly creative behavior of this computer leads one to speculate whether or not there are other human endeavors in which creativity could be simulated by a clever, fast search," comments Carnegie Mellon computer scientist Daniel D. Sleator.

In their efforts to build and program chess-playing computers, researchers are also learning new things about the game itself. Systematic studies of how to end chess games when both players have only two or three pieces on the board have already revealed many flaws in conventional wisdom. Chess computers running through published games are also finding errors in many books describing various game openings.
COPYRIGHT 1988 Science Service, Inc.
No portion of this article can be reproduced without the express written permission from the copyright holder.
Copyright 1988, Gale Group. All rights reserved. Gale Group is a Thomson Corporation Company.

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Title Annotation:computer chess
Publication:Science News
Date:Dec 17, 1988
Words:596
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