Coconote
AI notes
AI voice & video notes
Try for free
♟️
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.
📄
Full transcript