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The Evolution of Chess Computers

Apr 29, 2025

Lecture on Computers and Chess

Introduction

  • In 1963, Hubert Dreyfus wrote a paper titled "Computers Can't Play Chess."
  • Dreyfus lost to the MIT Greenblatt chess machine.
  • David Levy bet John McCarthy in 1968 that no computer would beat the world champion in 10 years.
  • McCarthy gave up after five years when it became clear computers couldn't play chess like humans.
  • Deep Blue beat the world champion in 1997, demonstrating chess as a model for some kind of intelligence.

Understanding Computer Chess

  • The lecture will cover designing a computer program to play chess and what Deep Blue adds beyond speed.

Approaches to Computer Chess

Approach 1: Human-like Board Description

  • Involves analysis and strategy, but no current program can mimic this fully.

Approach 2: If-Then Rules

  • Rules like "if possible, move Queen pawn forward by one."
  • Works for checkers but ineffective for strong chess playing.

Approach 3: Look Ahead and Evaluate

  • Looks ahead at possible moves and evaluates which board situations are best.
  • Uses features of the board to produce a static value.

Approach 4: British Museum Algorithm

  • Evaluates all possible moves, impractical due to the vast number of possibilities.

Approach 5: Practical Look Ahead

  • Look as far ahead as possible and evaluate static values at leaf nodes.
  • Invented by Claude Shannon and Alan Turing.

Minimax Algorithm

  • Back up static values from the bottom of the tree to determine the best move.
  • Example: Maximizing player chooses the path with the highest minimum value.

Alpha-Beta Pruning

  • Enhances Minimax by cutting off parts of the search tree that won't affect the final decision.
  • Involves parameters alpha (lower bound) and beta (upper bound).

Complex Example and Deep Cut-Off

  • A deeper tree example to demonstrate alpha-beta pruning efficiency.
  • "Deep cut off" occurs when parts of the tree can be ignored due to guaranteed better paths.

Progressive Deepening

  • A strategy to ensure a move is always ready, regardless of depth reached.
  • Calculates at each level; useful when branching factor is unpredictable.

Deep Blue's Additional Strategies

  • Utilized parallel computing, opening books, and special endgame tactics.
  • Did not rely on a fixed tree depth, allowing more dynamic tree development.

Human vs. Computer Chess Intelligence

  • Deep Blue's approach is different from human intelligence.
  • Human chess players rely on pattern recognition and accumulated knowledge.
  • Chess masters are capable of memorizing legitimate chess positions but fail with random setups.

Conclusion

  • Deep Blue's "bulldozer intelligence" is distinct from human intelligence but also important.
  • The lecture concludes with preparation for a "celebration of learning" on Wednesday.