In Upset, Computer Beats Chess Champion - The New York Times The New York Times U.S. |In Upset, Computer Beats Chess Champion Search Continue reading the main story In an unexpected victory of machine over man, Deep Blue, the new I.B.M. chess computer, trounced the world chess champion, Gary Kasparov, yesterday in the first game of their scheduled six-game match here at the Pennsylvania Convention Center. Computers have beaten grandmasters before, mostly in games of speed chess, but this is the first time a world champion has ever lost a game played against a computer with regulation time limits, in which each player has two hours to make his (or its) first 40 moves. When Mr. Kasparov resigned instead of making his 37th move, he had only 5 minutes and 42 seconds left on his clock; the computer had nearly an hour left and had clearly been in control of play for some time. As Mr. Kasparov stood and reached across the chessboard to shake the hand of Feng-Hsiung Hsu, the I.B.M. research scientist who moved the pieces on behalf of Deep Blue, the other members of the I.B.M.

team, monitoring the game in an adjoining room, burst into applause. "This is what we've been hoping for, but until it happens you never know if it's even possible," said A. Joseph Hoane, who has been working on Deep Blue software for five years. After shaking hands, Mr. Kasparov left the stage briskly and did not speak to reporters. Going into the match, he had been the heavy favorite, based on the assessment of virtually all chess aficionados. Deep Blue is acknowledged to be the strongest chess computer ever built, but it had never competed at its full strength before and even its programmers, who tinkered with it up until match time, were uncertain how it would perform. In midgame, however, Mr. Hoane, who had acknowledged that he was nervous before the game began, said the computer could not have done better. Advertisement Continue reading the main story "I'm not stretching things to say that we've got one of the greatest concentrations of computing power ever focused on a single problem working here today," Mr. Hoane said, adding that at some points during the game, Deep Blue was searching in excess of 100 million chess positions a second.

For its first hour and a half, the game was tense and closely contested, by the assessments of both the chess experts on hand and a computer program known as Fritz, which last May in Hong Kong won the world computer chess championship. Analyzing the game mathematically, Fritz estimated that either one player or the other was ahead by less than the strength of a single pawn through the first 20 moves. Please verify you're not a robot by clicking the box. Invalid email address. Please re-enter. You must select a newsletter to subscribe to. Sign Up Privacy Policy Then, Mr. Kasparov mounted a daring attack, featuring a pawn sacrifice, which was fended off by Deep Blue. When the attack failed, his position collapsed. Mr. Kasparov showed his distress in his facial expressions, clenching his jaw muscles, furrowing his brow, cupping his chin fiercely in the palms of his hands. By move 28, he had removed his sport jacket; by move 30, he was leaning precipitously over the board, examining it with the pieces just inches from his chin.

"He is devastated," said Maurice Ashley, an international master who was among those providing live commentary on the game for an audience of some 200 people in an adjoining auditorium. "Look at him, shaking his head under the cold, cold attack of the computer. I wish he could pull a rabbit out of his hat, but I'm afraid the rabbit's dead." Everyone from I.B.M. made sure to note that today's game was only one victory in a six-game match that runs through next Saturday, with Game 2 being played on Sunday. They were aware that Mr. Kasparov is known for his tenacity and grit in coming back from a defeat. Still, it was a moment of celebration. "We feel like this is, in itself, a victory," said Joel Benjamin, an American grandmaster who advised the Deep Blue team on chess strategy. "After all, it's never happened before." IBM100 - Deep Blue IBM100 Choose your Country and Language: On May 11, 1997, an IBM computer called IBM ® Deep Blue ® beat the world chess champion after a six-game match: two wins for IBM, one for the champion and three draws.

The match lasted several days and received massive media coverage around the world. It was the classic plot line of man vs. machine. Behind the contest, however, was important computer science, pushing forward the ability of computers to handle the kinds of complex calculations needed to help discover new medical drugs; do the broad financial modeling needed to identify trends and do risk analysis; handle large database searches; and perform massive calculations needed in many fields of science. Since the emergence of artificial intelligence and the first computers in the late 1940s, computer scientists compared the performance of these “giant brains” with human minds, and gravitated to chess as a way of testing the calculating abilities of computers. The game is a collection of challenging problems for minds and machines, but has simple rules, and so is perfect for such experiments. Over the years, many computers took on many chess masters, and the computers lost. IBM computer scientists had been interested in chess computing since the early 1950s. In 1985, a graduate student at Carnegie Mellon University, Feng-hsiung Hsu, began working on his dissertation project: a chess playing machine he called ChipTest.

A classmate of his, Murray Campbell, worked on the project, too, and in 1989, both were hired to work at IBM Research. There, they continued their work with the help of other computer scientists, including Joe Hoane, Jerry Brody and C. J. Tan. The team named the project Deep Blue. The human chess champion won in 1996 against an earlier version of Deep Blue; the 1997 match was billed as a “rematch.” The champion and computer met at the Equitable Center in New York, with cameras running, press in attendance and millions watching the outcome. The odds of Deep Blue winning were not certain, but the science was solid. The IBMers knew their machine could explore up to 200 million possible chess positions per second. The chess grandmaster won the first game, Deep Blue took the next one, and the two players drew the three following games. Game 6 ended the match with a crushing defeat of the champion by Deep Blue. The match’s outcome made headlines worldwide, and helped a broad audience better understand high-powered computing. The 1997 match took place not on a standard stage, but rather in a small television studio.

The audience watched the match on television screens in a basement theater in the building, several floors below where the match was actually held. The theater seated about 500 people, and was sold out for each of the six games. The media attention given to Deep Blue resulted in more than three billion impressions around the world. Deep Blue had an impact on computing in many different industries. It was programmed to solve the complex, strategic game of chess, so it enabled researchers to explore and understand the limits of massively parallel processing. This research gave developers insight into ways they could design a computer to tackle complex problems in other fields, using deep knowledge to analyze a higher number of possible solutions. The architecture used in Deep Blue was applied to financial modeling, including marketplace trends and risk analysis; data mining—uncovering hidden relationships and patterns in large databases; and molecular dynamics, a valuable tool for helping to discover and develop new drugs. Ultimately, Deep Blue was retired to the Smithsonian Museum in Washington, DC, but IBM went on to build new kinds of massively parallel computers such as IBM Blue Gene ®.

[Read more about this Icon of Progress.] The Deep Blue project inspired a more recent grand challenge at IBM: building a computer that could beat the champions at a more complicated game, Jeopardy!. Over three nights in February 2011, this machine—named Watson—took on two of the all-time most successful human players of the game and beat them in front of millions of television viewers. The technology in Watson was a substantial step forward from Deep Blue and earlier machines because it had software that could process and reason about natural language, then rely on the massive supply of information poured into it in the months before the competition. Watson demonstrated that a whole new generation of human - machine interactions will be possible. Computers and Chess - A History - Chess.com Computers and Chess - A History Aug 7, 2007, 12:00 AM 23,249 Reads 6 Comments Fun & Trivia In 1945 Alan Turing (1912-1954) used chess-playing as an example of what a computer could do. Turing himself was a weak chess player. In 1946 Alan Turing made his first reference to machine intelligence in connection with chess-playing.

In 1947, Alan Turing specified the first chess program for chess. In 1948 the UNIVAC computer was advertised as the strongest computer in the world. So strong, that it could play chess and gin rummy so perfectly that no human opponent could beat it. In 1948 Turing challenged Donald Michie to see who could first write a simple chess-playing algorithm. In March, 1949 Claude Shannon (1916-2001) described how to program a computer and a Ferranti digital machine was programmed to solve mates in two moves. He proposed basic strategies for restricting the number of possibilities to be considered in a game of chess. Shannon was an avid chess player. He first proposed his idea of programming a computer for chess at the National Institute for Radio Engineers (IRE) Convention in New York. In 1950, Alan Turing wrote the first computer chess program. The same year he proposed the Turing Test that in time, a computer could be programmed (such as playing chess) to acquire abilities rivalling human intelligence.

If a human did not see the other human or computer during an imitation game such as chess, he/she would not know the difference between the human and the computer. In 1950 Shannon devised a chess playing program that appeared in the paper "Programming a computer for playing chess" published in Philosophical Magazine, Series 7, Vol. 41 (No. 314, March 1950). This was the first article on computer chess. In November 1951, Dr. Dietrich Prinz wrote the original chess playing program for the Manchester Ferranti computer. The program could solve simple mates in two moves. In 1952 Alick Glennie, who wrote the first computer compiler, defeated Alan Turing's chess program, TurboChamp. He was the first person to beat a computer program at chess. Turing never finished his chess-playing program. In 1953 Turing included an example of his chess program in action in chapter 25 (Digital Computers Applied to Games) of the book Faster than Thought by B. Bowden.

By 1956 experiments on a Univac MANIAC I computer (11,000 operations a second) at Los Alamos, using a 6x6 chessboard, was playing chess. This was the first documented account of a running chess program. It used a chess set without bishops. It took 12 minutes to search 4 moves deep. Adding the two bishops would have taken 3 hours to search 4 moves deep. MANIAC I had a memory of 600 words, storage of 80K, 11KHz speed, and had 2,400 vacuum tubes. The team that programmed MANIAC was led by Stan Ulam. In 1957 a chess program was written by Alex Bernstein at MIT for an IBM 704. It could do 42,000 instructions per second and had a memory of 70 K. This was the first full-fledged game of chess by a computer. It did a 4-ply search in 8 minutes. In 1957 Herbert Simon said that within 10 years, a digital computer would be the world's chess champion.

In 1958 the alpha-beta pruning algorithm for chess was discovered by three scientists at Carnegie-Mellon (Allen Newell, John Shaw, and Herbert Simon). Here is how it works. A computer evaluates a move and starts working on its second move. As soon a a single line shows that it will return a lower value than the first move, it can terminate the search. You could now chop off large parts of the search tree without affecting the final results. In 1958, a chess program (NSS) beat a human player for the first time. The human player was a secretary who was taught how to play chess one hour before her game with the computer. The computer program was played on an IBM 704. The computer displayed a level of chess-playing expertise greater than an adult human could gain from one hour of chess instruction. In 1959 some of the first chess computer programmers predicted that a chess computer would be world chess champion before 1970. In 1962 the first MIT chess program was written. It was the first chess program that played regular chess credibly. It was written by Alan Kotok for his B.S. thesis project, assisted by John McCarthy of Stanford.

The program ran on an IBM 7090, looking at 1100 positions per second. In 1963 world chess champion Botvinnik predicted that a Russian chess playing program would eventually defeat the World Champion. In 1965 the Soviets designed a chess program developed at the Institute for Theoretical and Experimental Physics (ITEP) in Moscow. ITEP's programming team was led by Georgi Adelson-Velskiy. On November 22, 1966 a USSR chess program began a correspondence match with the Kotok-McCarthy MIT chess program. The match lasted 9 months and was won by the Soviet computer, with 3 wins and 1 loss. The first chess computer to play in a tournament was MAC HACK VI (DEC PDP-6) written at MIT in assembly language (MIDAS) by Richard Greenblatt. The computer entered the 1966 Massachussets Amateur championship, scoring 1 draw and 4 losses for a USCF rating of 1243.

In the spring of 1967, MacHACK VI became the first program to beat a human (1510 USCF rating), at the Massachussets State Championship. By the end of the year, it had played in four chess tournaments. It won 3 games, lost 12, and drew 3. In 1967 MacHACK VI was made an honorary member of the US Chess Federation. The MAC HACK program was the first widely distributed chess program, running on many of the PDP machines. It was also the first to have an opening chess book programmed with it. In 1968 International Master David Levy made a $3,000 bet that no chess computer would beat him in 10 years. He won his bet. The original bet was with John McCarthy, a distinguished researcher in Artificial Intelligence at Stanford. The bet was made at the 1968 Machine Intelligence Workshop in Edinburgh University. In 1970 the first all-computer championship was held in New York and won by CHESS 3.0 (CDC 6400), a program written by Slate, Atkin and Gorlen at Northwestern University.

Six programs had entered the first Association for Computing Machinery (ACM) North American Computer Championships. The event was organized by Monty Newborn. The other programs were DALY CP, J Brit, COKO III, SCHACH, and the Marsland CP. In 1971 the Institute of Control Science, Moscow, created KAISSA using a British computer to play chess. In 1971 Ken Thompson wrote his first chess-playing program. In 1971 CHESS 3.5 wins the 2nd ACM computer championship, held in Chicago. In 1972 CHESS 3.6 wins the 3rd ACM computer championship, held in Boston. In 1973 CHESS 4.0 wins the 4th ACM computer championship, held in Atlanta. In 1974 World Correspondence Champion Hans Berliner wrote his PhD dissertation on "Chess Computers as Problem Solving." In 1974 KAISSA (ICL 4/70) won the first world computer chess championship, held in Stockholm with a perfect 4-0 score. It was programmed by Donskoy and Arlazarov.

2nd place went to CHESS 4.0 In 1974 RIBBIT wins the 5th ACM computer championship, held in San Diego. In 1975 Grandmaster David Bronstein used the endgame database in KAISSA to win an adjourned game in a tournament in Vilnius. In 1975 CHESS 4.4 wins the 6th ACM computer championship, held in Minneapolis. In 1976 CHESS 4.5 won the Class B section of the Paul Masson tournament in Northern California. The performance rating was 1950. In 1976 a computer program was used to make the chess pairings at the chess olympiad in Haifa. In 1976 CHESS 4.5 wins the 7th ACM computer championship, held in Houston. By 1976 all legal moves of castling were established by a chess computer. In 1977 the first microcomputer chess playing machine, CHESS CHALLENGER, was created. The International Computer Chess Association (ICCA) was founded by computer chess programmers. It has about 400 members.

In 1977 CHESS 4.5 won the Minnesota Open winning 5 games and losing one. It had a performance rating of 2271. Stenberg (1969) became the first Class A player to lose to a computer. In 1977 SNEAKY PETE was the first chess computer to play in a U.S. Open, held in Columbus, Ohio. In 1977 Michael Stean became the first grandmaster to lose to a computer; it was a blitz game. In 1977, BELLE was the first computer system to use custom design chips to increase its playing strength. It increased its search speed from 200 positions per second to 160,000 positions per second (8 ply). Over 1,700 integrated ciruits were used to construct BELLE. The chess computer was built by Ken Thompson. The program was later used to solve endgame problems. The cost of BELLE was $20,000. In 1977 CHESS 4.6 wins the 8th ACM computer championship, held in Seattle.

In 1977 CHESS 4.6 won the 2nd world computer championship, held in Toronto. In 1977 the International Computer Chess Association was founded. In 1977 David Levy played his first computer, KAISSA, as part of his bet. He won. In 1978 SARGON won the first tournament for microcomputers, held in San Jose. David Levy collected his 10 year bet by defeating CHESS 4.7 in Toronto with the score of 3 wins and one draw. The drawn game was the first time a computer drew an international master. Computer chess experts predicted that a computer would be world chess champion in 10 years. In 1978 BELLE wins the 9th ACM computer champonship, held in Washington, DC. In 1968 David Levy defeated MacHack in 2 games. In 1979 CHESS 4.9 wins the 10th ACM computer championship, held in Detroit. In 1980 CHAMPION SENSORY CHALLENGER won the first world microcomputer championship, held in London.

In 1980, Edward Fredkin created the Fredkin Prize for Computer Chess. The award came with $100,000 for the first program to beat a reigning world chess champion. In 1980 BELLE wins the 11th ACM computer championship, held in Nashville. In 1980 BELLE won the 3rd world computer championship, held in Linz. In 1981 CRAY BLITZ won the Mississipi State Championship with a perfect 5-0 score and a performance rating of 2258. In round 4 it defeated Joe Sentef (2262) to become the first computer to beat a master in tournament play and the first computer to gain a master rating (2258). In 1981 BELLE wins the 12th ACM computer championship, held in Los Angeles. In 1982 BELLE was confiscated by the State Department as it was heading to the Soviet Union to participate in a computer chess tournament. The State Department claimed it was a violation of a technology transfer law to ship a high technology computer to a foreign country. BELLE later played in the U.S.

Open speed championship and took 2nd place. By 1982 computer chess companies were topping $100 million in sales. In 1982 BELLE wins the 13th ACM computer championship, held in Dallas. In 1983, the first chess microcomputer beat a master in tournament play. BELLE became the first chess computer to attain a master's rating when, in October, 1983, its USCF rating was 2203. In 1983 CRAY BLITZ won the 4th world computer championship, held in New York. In 1984 a microcomputer won a tournament for the first time against mainframes, held in Canada. In 1984 CRAY BLITZ won the ACM computer championship in San Francisco. In 1985 HITECH achieved a performace rating of 2530. It was the first computer to have a rating over 2400. In 1985 Kasparov played 15 of the top chess computers in Hamburg, Germany and won every game, with the score of 32-0.

In 1985 HITECH won the ACM computer championship in Denver. In 1986 BELLE won the ACM computer championship in Dallas. In 1986 CRAY BLITZ won the 5th world computer championship, held in Cologne. In 1987 the U.S. Amateur Championship became the first national championship to be directed by a computer program. In 1987 CHIPTEST-M won the ACM computer championship in Dallas. In 1988 DEEP THOUGHT and Grandmaster Tony Miles shared first place in the U.S. Open championship. DEEP THOUGHT had a 2745 performance rating. In 1988 HITECH won the Pennsylvania State Chess Championship after defeating International Master Ed Formanek (2485). HITECH defeated Grandmaster Arnold Denker in a match. HITECH became the first chess computer to rated Grandmaster strength. In 1988 Grandmaster Bent Larsen became the first GM to lose to a computer in a major tournament - the American Open. In 1988 DEEP THOUGHT won the ACM championship in Orlando.

In November 1988, DEEP THOUGHT had a rating of 2550. In 1989 DEEP THOUGHT won the 6th world computer championship in Edmonton, with a 5-0 score. DEEP THOUGHT defeated Grandmaster Robert Byrne in a match game. DEEP THOUGHT can analyze 2 million positions a second. In March 1989, Garry Kasparov defeated Deep Thought in a match by winning 2 games. Deep Thought easily beat International Master David Levy in a match with 4 wins. Deep Thought Developers claimed a computer would be world chess champion in three years. In 1989 the first Computer Chess Olympiad was held in London. In 1989 IBM started working on 'Big Blue' and later Deep Blue. In 1989 HITECH won the ACM championship in Reno. In 1990 World Champion Anatoly Karpov lost to MEPHISTO in a simultaneous exhibition in Munich. MEPHISTO also beat grandmasters Robert Huebner and David Bronstein.

MEPHISTO won the German blitz championship and earned an International Master norm by scoring 7-4 in the Dortmund Open. In 1992 Kasparov played Fritz 2 in a 5 minute game match in Cologne, Germany. Kasparov won the match with 6 wins, 1 draw, and 4 losses. This was the first time a program defeated a world champion at speed chess. In March, 1993 GM Judit Polgar lost to Deep Thought in a 30 minute game. In 1994 WCHESS became the first computer to outperform grandmasters at the Harvard Cup in Boston. In 1994 Kasparov lost to Fritz 3 in Munich in a blitz tournament. The program also defeated Anand, Short, Gelfand, and Kramnik. Grandmaster Robert Huebner refused to play it and lost on forfeit, the first time a GM has forfeited to a computer. Kasparov played a second match with Fritz 3, and won with 4 wins, 2 draws, and no losses.

At the 1994 Intel Speed Chess Grand Priz in London, Kasparov lost to Chess Genius 2.95 in a 25 minute game. This eliminated Kasparov from the tournament. The 13th World Micro Computer Chess Championship (WMCCC) was held in Paderborn, Germany in October, 1995. It was won by MChess Pro 5.0 (by Marty Hirsch) after a playoff with Chess Genius (by Richard Lang). The 8th World Computer Chess Championships were held in May, 1995 in Hong Kong. The event was won by Fritz, after it won a playoff game against StarSocrates. In November 1995, Kasparov beat Fritz 4 in London with a win and a draw. He then played Genius 3.0 in Cologne and won the match with one win and one draw. The 6th Harvard Cup Human Versus Computer chess challenge was held in New York in December, 1995. The Grandmasters won with a score of 23.5 to the computers 12.5 score.

The computers scored 35%, a slight decrease in performance from 1994. Joel Benjamin and Michael Rohde had the best human scores with 4.5 out of 6. The best machine was Virtual Chess (I-Motion Interactive) with 3.5 out of 6. In February 1996, Garry Kasparov beat IBM's DEEP BLUE chess computer 4-2 in Philadelphia. Deep Blue won the first game, becoming the first computer ever to beat a world chess champion at tournament level under serious tournament conditions. Deep Blue was calculating 50 billion positions every 3 minutes. Kasparov was calculating 10 positions every 3 minutes. DEEP BLUE had 200 processors. The 11th AEGON Computer Chess Tournament (Mankind vs Machine) was held on April 10-17, 1996 in The Hague, Netherlands. There were 50 masters, International Masters, and Grandmasters and 50 computers (most playing on HP Pentium-166 machines with 16MB of RAM). Yasser Seirawan won the event with 6 straight wins and no losses.

The best computer was QUEST, with 4.5/6 and a 2652 performance rating. The machines won with 162.5 points versus the humans with 137.5 points. The 14th World Microcomputer chess championship was held in Jakarta in October, 1996. It was won by SHREDDER, followed by FERRET. On May 11 1997, DEEP BLUE defeated Garry Kasparov in a 6 game match held in New York. This was the first time a computer defeated a reigning world champion in a classical chess match. DEEP BLUE had 30 IBM RS-6000 SP processors coupled to 480 chess chips. It could evaluate 200 million moves per second. In November, 1997 Junior won the 15th World Micro Computer Championship. The event was held in Paris. In 1997, the Allen Newell Medal for Research Excellence went to several people involved in computer chess. Ken Thompson and Joe Condon won for their pioneering work on Belle, the first master in 1983.

Richard Greenblatt won for having developed MacHack VI in 1967, the first Class C chess computer. Lawrence Atkin and David Slate won for developing CHESS 4.7, the first Class B and first Expert chess computer from 1970 to 1978. Murray Campbell, Carl Ebeling, and Gordon Goetsch won for developing Hitech, the first Senior Master computer in 1988. Hans Berliner won for all his work in computer chess. Feng Hsu won for developing Deep Thought, the first chess computer that performed at a Grandmaster level in 1988. Thomas Anantharaman, Michael Browne, Murray Campbell, and Andreas Nowatzyk won for their work on Deep Thought in 1997. Murray Campbell, A. Joseph Hoane, Jr, and Feng Hsu won for their work on Deep Blue which defeated Garry Kasaparov in 1997. In 1997 the $100,000 Fredkin Award went to the inventors of Deep Blue - Feng Hsu, Murray Campbell, and Joseph Hoane, of IBM. Their program defeat Kasparov.

The 9th World Computer Championship was held in Paderborn, Germany from June 14, 1999 to June 19, 1999. The winner was Shredder. This was also the 16th World Microcomputer Chess Championship, won by Shredder. In 1999 the highest rated chess computer is Hiarcs 7.0, followed by Fritz 5.32, Fritz 5.0, Junior 5.0, Nimzo 98, Hiarcs 6.0, Rebel 9.0, MChess Pro 7.1, Rebel 8.0, and MChess Pro 6.0 (based on SSDF ratings as of Jan 28, 1999). In August 2000, Deep Junior took part in the Super-Grandmaster tournament in Dortmund. It scored 50 percent and a performance rating of 2703. In 2000 the 17th World Microcomputer Chess Championship was held in London. It was won by Shredder. In August, 2001, Deep Junior won the World Micro Computer Championship.

The event was held in the Netherlands. From May 13 to May 18, 2002, a match between Grandmaster Mikhail Gurevich and Junior 7 was held in Greece. Junior won with 3 wins and 1 draw. On July 6-11, 2002, the 10th World Computer Championship was held in Maastricht, Netherlands. The winner was Deep Junior after a playoff with Shredder. In October, 2002, Kramnik drew a match with Deep Fritz in Bahrain with a 4-4 score. Kramnik won games 2 and 3. Deep Fritz won games 5 and 6. The rest of the games (1, 7, and 8) were drawn. From January 26 to February 7, 2003, Kasparov played Deep Junior 7 in New York. The match ended in a draw. Kasparov won game 1. Deep Junior won game 3. The rest of the games (games 2, 4, 5, and 6) were drawn.

This was the first time that a man/machine competition was sanctioned by FIDE, the World Chess Federation. Deep Junior took 10 years to program by Tel Aviv programmers Amir Ban and Shay Bushinksy. It can evaluate 3 million moves a second, and positions 15 moves deep. On November 11-18, 2003, Kasparov played X3dFritz in New York. The match was tied 2-2. Fritz won the 2nd game. Kasparov won the 3rd game. Games 1 and 4 were drawn. It was the first official world chess championship in total virtual reality, played in 3-D. The 11th World Computer Chess Championship was held in Graz from November 22 to November 30, 2003. It was won by Shredder after a play-off with Deep Fritz. 3rd place went to Brutus, which evolved into Hydra.

In 2003 the top chess computers were Shredder 7.04 (2810), Shredder 7.0 (2770), Fritz 8.0 (2762), Deep Fritz 7.0 (2761), Fritz 7.0 (2742), Shredder 6.0 (2724), and Chess Tiger 15.0 (2720). The 12th World Computer Chess Championship was held at Bar-llan University in Ramat-Gan, Israel from July 4 to July 12, 2004. It was won by Deep Junior (programmed by Amir Ban and Shay Bushinsky). Shredder took 2nd place, followed by Diep. Shredder won the 12th World Computer Speed Chess Championship. Crafty took 2nd place. In 2004, Hydra defeated GM Evgeny Vladimirov with 3 wins and 1 draw. It then defeated former FIDE world champion Ruslan Ponomariov (rated 2710) in a 2-game match, winning both games.

In June, 2005, Hydra beat Michael Adams, the 7th ranked chess player in the world. Hydra won 5 games and drew one game. The 13th World Computer Chess Championship was held at Reykjavik University in Iceland from August 13 to August 21, 2005. It was won by Zappa (programmed by Athony Cozzie). 2nd place went to Fruit. Shredder won the speed championship, followed by Zappa. In 2005, a team of computers (Hydra, Deep Junior, and Fritz) beat Vesilin Topalov, Ruslan Ponomariov, and Sergey Karjakin (average rating 2681) in a match by the score of 8.5 to 3.5. I, Chess Master - What computer defeated a champion chess player? | HowStuffWorks What computer defeated a champion chess player? Prev Next In order to program a computer to play chess , you need knowledge of chess techniques and strategies -- just knowing how the pieces move isn't enough. People play chess by strategizing and recognizing patterns of play.

Computers use both algorithms (step-by-step instructions) and heuristics (trial-and-error problem solving). Specifically, a system that incorporates the minimax algorithm and the alpha-beta pruning technique. The minimax algorithm allows the computer to search through every possible move as well as the opponent's possible responses. The "minimax" part comes from the computer's need to figure out the best and worst moves (both its own and its opponent's) after each turn. Alpha-beta pruning means that the computer creates two "trees." Tree A considers every possible chess move to a certain extent. Then it "prunes" Tree A to create tree B, which further explores the moves that look the best. As you might imagine, today's computers can do this with amazing speed -- far faster than any human ever could. Up Next Test Your Knowledge: Neil deGrasse Tyson Quiz By the 1960s, computer chess programs were good enough to beat amateurs. In 1967, MIT professor and chess player Richard Greenblatt created the Mac Hack IV chess program, and the computer using it became the first to beat a person in a chess tournament. It wasn't a chess master, though.

In 1968, International Chess Master David Levy bet that no computer could beat him at chess in 10 years, and that if he did win, it would be another ten after that before a computer beat him. Levy won the bet, but in 1989, it finally happened. Deep Thought, initially created by programmers at Carnegie Mellon University, beat Levy. In 1997, Deep Blue -- predecessor to Deep Thought -- beat Gary Kasparov, a Chess Grandmaster (the highest level you can attain in the FIDE, the world chess organization) and reigning World Champion. Since then, there have been more computer victories, but as one computer science professor put it, "the science is done" [source: New York Times ]. We've taken computer-vs.-human chess as far as it can go -- but there are plenty of other games to dominate. Computer History Museum - Endgame Endgame Advanced Search In 1978, International Master David Levy won a bet made ten years earlier that no computer would beat him. At the 1984 ACM conference, a panel of experts could not agree whether a computer would ever defeat the top human chess player.

But after dramatic games in 1989 in which two widely-respected Grandmasters were defeated by Carnegie Mellon Universityï¿½s Hitech and Deep Thought chess machines, the goal of defeating the World Chess Champion seemed within reach. The recognition that would come if one did defeat the World Chess Champion got IBM interested in the challenge. Their development program in late 1989 resulted in a specialized chess computer called Deep Blue. When it beat Garry Kasparov in 1997, it was the first and only time a World Chess Champion was defeated by a computer. At long last, the promise of the mythical Turk and the dream of the early computer pioneers had become real. Deep Blue defeated the best human chess player using large amounts of calculation. But was it a thinking machine? Is human thinking calculation of a sort that we do not yet understand? Kasparov defeats chess-playing computer - Feb 17, 1996 - HISTORY.com Kasparov defeats chess-playing computer Publisher A+E Networks In the final game of a six-game match, world chess champion Garry Kasparov triumphs over Deep Blue, IBM’s chess-playing computer, and wins the match, 4-2.

However, Deep Blue goes on to defeat Kasparov in a heavily publicized rematch the following year. Garry Kasparov, considered one of the greatest players in the history of chess, was born April 13, 1963, in the Russian republic of Azerbaijan. In 1985, at 22, Kasparov became the youngest world champion in history when he defeated Anatoly Karpov. Deep Blue’s origins trace back to 1985, when Carnegie Mellon University doctoral student Feng Hsiung Hsu began developing a chess-playing computer called “ChipTest.” The computer later became known as “Deep Thought,” after a machine in the science-fiction novel The Hitchhiker’s Guide to the Galaxy by Douglas Adams. Hsu and his collaborators, Murray Campbell and Thomas Anantharaman, were later hired by IBM, where they continued to work on the chess-playing computer. In 1989, Gary Kasparov easily trounced Deep Thought when they met for a 2-game match. The IBM team continued to refine their supercomputer, which in 1993 was renamed “Deep Blue,” a combination of Deep Thought and Big Blue, IBM’s nickname.

The six-game match between Kasparov and Deep Blue began on February 10, 1996, at the Pennsylvania Convention Center in Philadelphia. Although Deep Blue was capable of evaluating 100 million different chess positions per second, the IBM team wasn’t sure how the computer would perform in competition and Kasparov was favored to win. Instead, much to his frustration, the world chess champ lost the first game to Deep Blue. However, the tenacious, brilliant Kasparov quickly staged a comeback and won the second game. The third and fourth games ended in a draw, while Kasparov won the fifth game. On February 17, the human chess master triumphed over Deep Blue in the sixth game and took the match, with a final score of 4-2. A heavily publicized 6-game rematch between man and machine began on May 3, 1997. The IBM team had been working to upgrade Deep Blue since its 1996 defeat to Kasparov and the improved version of the computer was able to examine 200 million different chess positions per second. Kasparov took the first game while Deep Blue won the second.

The third, fourth and fifth games ended in a draw. On May 11, Deep Blue won the sixth as well as the match, 3.5 to 2.5. The victory was a huge publicity boost for IBM. A disgruntled Kasparov suggested Deep Blue had been aided by some sort of human assistance during the games, charges that IBM denied. Kasparov demanded a rematch, but instead, IBM retired Deep Blue. Kasparov retained his world chess champion title until 2000. In March 2005, he announced his retirement from professional chess. In 2007, he became a candidate for the Russian presidency. Related Videos Deep Blue beats Kasparov at chess - Feb 10, 1996 - HISTORY.com Deep Blue beats Kasparov at chess Share this: Deep Blue beats Kasparov at chess Author Deep Blue beats Kasparov at chess URL Publisher A+E Networks In the first game of a six-game match, an IBM computer dubbed “Deep Blue” becomes the first machine to beat a reigning world chess champion, Garry Kasparov.

Despite this initial upset victory, man ultimately triumphed over machine as Kasparov goes went on to win the match, 4-2. Garry Kasparov, considered one of the greatest players in the history of chess, was born April 13, 1963, in the Russian republic of Azerbaijan. At 13, he was the Russian junior chess champ and in 1985, at 22, he became the youngest world champion in history when he defeated Anatoly Karpov. Deep Blue’s origins date back to 1985, when Carnegie Mellon University doctoral student Feng Hsiung Hsu began developing a chess-playing computer called “ChipTest.” Hsu was joined on the project by Thomas Anantharaman and Murray Campbell and the computer later came to be known as “Deep Thought,” after a machine in the science-fiction novel The Hitchhiker’s Guide to the Galaxy. The men were later hired by IBM, where they continued to work on the chess-playing computer. In 1989, Gary Kasparov easily trounced Deep Thought when they met for a 2-game match.

Developers continued to refine the supercomputer, which in 1993 was renamed “Deep Blue,” a combination of Deep Thought and Big Blue, IBM’s nickname. The 6-game match between Kasparov and Deep Blue began on February 10, 1996, at the Pennsylvania Convention Center in Philadelphia. Although Deep Blue was capable of evaluating 100 million different chess positions per second, the IBM team wasn’t sure how the computer would perform in competition and Kasparov was favored to win. Instead, much to his frustration, the world chess champ lost the first game to Deep Blue. However, the tenacious, brilliant Kasparov quickly staged a comeback by winning the second game. The third and fourth games ended in a draw, while Kasparov took the fifth and sixth games, for a score of 4-2. A heavily publicized second 6-game match between man and machine began on May 3, 1997. For this match, an upgraded Deep Blue was able to examine 200 million different chess positions per second. Kasparov took the first game while Deep Blue won the second. The third, fourth and fifth games ended in a draw.

On May 11, Deep Blue won the sixth as well as the match, 3.5 to 2.5. The victory was a huge publicity boost for IBM. A disgruntled Kasparov suggested Deep Blue had been aided by some sort of human assistance during the games, charges that IBM denied. Kasparov demanded a rematch, but instead, IBM retired Deep Blue. Kasparov retained his world chess champion title until 2000. In March 2005, he announced his retirement from professional chess. More on This Topic Best super Fast Chess Engine Tournament 2016 Bullet 1m + 1s - Chess.com Chess.com #1 Apr 16, 2016 In Chess Engine History "Deep Blue" is the First Chess Engine Beat the World Chess Champion Grandmaster Garry Kasparov!!! Deep Blue Chess: Deep Blue was a chess-playing computer developed by IBM . It is known for being the first piece of artificial intelligence to win both a chess game and a chess match against a reigning world champion under regular time controls.

Deep Blue won its first game against a world champion on February 10, 1996, when it defeated Garry Kasparov in game one of a six-game match. However, Kasparov won three and drew two of the following five games, defeating Deep Blue by a score of 4–2. Deep Blue was then heavily upgraded, and played Kasparov again in May 1997. Deep Blue won game six , therefore winning the six-game rematch 3½–2½ and becoming the first computer system to defeat a reigning world champion in a match under standard chess tournament time controls. [1] Kasparov accused IBM of cheating and demanded a rematch. IBM refused and retired Deep Blue. [2] Development for Deep Blue began in 1985 with the ChipTest project at Carnegie Mellon University . This project eventually evolved into Deep Thought , at which point the development team was hired by IBM. The project evolved once more with the new name Deep Blue in 1989. Grandmaster Joel Benjamin was also signed on to the development team by IBM. Main article: Deep Blue Versus Garry Kasparov Deep Blue and Kasparov played each other on two occasions.

The first match began on February 10, 1996, in which Deep Blue became the first machine to win a chess game against a reigning world champion (Garry Kasparov) under regular time controls. However, Kasparov won three and drew two of the following five games, beating Deep Blue by a score of 4–2 (wins count 1 point, draws count ½ point). The match concluded on February 17, 1996. Deep Blue was then heavily upgraded (unofficially nicknamed "Deeper Blue") and played Kasparov again in May 1997, winning the six-game rematch 3½–2½, ending on May 11. Deep Blue won the deciding game six after Kasparov made a mistake in the opening, becoming the first computer system to defeat a reigning world champion in a match under standard chess tournament time controls. The system derived its playing strength mainly from brute force computing power.

It was a massively parallel , RS/6000 SP Thin P2SC -based system with 30 nodes, with each node containing a 120 MHz P2SC microprocessor , enhanced with 480 special purpose VLSI chess chips. Its chess playing program was written in C and ran under the AIX operating system . It was capable of evaluating 200 million positions per second, twice as fast as the 1996 version. In June 1997, Deep Blue was the 259th most powerful supercomputer according to the TOP500 list, achieving 11.38 GFLOPS on the High-Performance LINPACK benchmark. [12] The Deep Blue chess computer that defeated Kasparov in 1997 would typically search to a depth of between six and eight moves to a maximum of twenty or even more moves in some situations. David Levy and Monty Newborn estimate that one additional ply (half-move) increases the playing strength 50 to 70 Elo points. Deep Blue's evaluation function was initially written in a generalized form, with many to-be-determined parameters (e.g.

how important is a safe king position compared to a space advantage in the center, etc.). The optimal values for these parameters were then determined by the system itself, by analyzing thousands of master games. The evaluation function had been split into 8,000 parts, many of them designed for special positions. In the opening book there were over 4,000 positions and 700,000 grandmaster games. The endgame database contained many six piece endgames and five or fewer piece positions. Before the second match, the chess knowledge of the program was fine tuned by grandmaster Joel Benjamin . The opening library was provided by grandmasters Miguel Illescas , John Fedorowicz , and Nick de Firmian . When Kasparov requested that he be allowed to study other games that Deep Blue had played so as to better understand his opponent, IBM refused. However, Kasparov did study many popular PC computer games to become familiar with computer game play in general. Writer Nate Silver suggests that a bug in Deep Blue's software led to a seemingly random move (the 44th in the first game) which Kasparov misattributed to "superior intelligence".

Subsequently, Kasparov experienced a drop in performance due to anxiety in the following game. Game 1: Deep Blue VS. Kasparov Note: Deep Blue is now not available Now the super fast Best chess Engine For this Generation: 10. Fritz 15 Score: 4.0 / 18 New Fritz, new friend The completely reworked “friend” mode makes Fritz 15 the ideal training partner. During the course of a game, Fritz is able to constantly tailor its level to your playing strength and how much time you are using. The program can give you a sign when a tactical opportunity presents itself or point out typical mistakes to help you improve. Another exciting element is the new evaluation function that analyzes your playing strength throughout the game. Where are your strengths – where are your weaknesses? The opening? Middlegame? Or perhaps the endgame? Fritz 15 gives you an ELO rating for all three phases! You definitely need to see this! Improve your conversion technique “I should have won that!” How often have you been frustrated after playing a good game of blitz on playchess.com that somehow went wrong?

Stoke your curiosity and find out what could have been with Fritz 15 – Fritz can now show you what you missed right after the game. You can, of course, also try to find the way to win yourself using the handy exercise function – an approach certain to boost your own conversion technique and playchess ELO! New author, new engine Vasik Rajlich is new to the Fritz team. The American shook up the world of computer chess just a few years ago, reaching the top with his program, “Rybka”. He is the author of the new Fritz 15 engine, so there’s no question that it will be one of the world’s strongest. The Fritz 15 engine is a multiprocessor version and can theoretically use up to 2048 cores! Excellent overview, better access If you watch a lot of training videos or work extensively with databases, the revamped database window is something you’ll love. It doesn’t just automatically display all the Fritztrainer or other courses installed on your hard drive, the improved game list also offers enhanced access options and sorting functions – in a manner similar to the original ChessBase software! 09.

Deep Rybka 4.1 Score: 5.0 / 18 Rybka is a computer chess engine designed by International Master Vasik Rajlich . Around 2011 Rybka was one of the top-rated engines on chess engine rating lists and has won many computer chess tournaments. After Rybka won four consecutive World Computer Chess Championships from 2007 to 2010, it was stripped of these titles after the International Computer Games Association concluded in June 2011 that Rybka was plagiarized from both the Crafty and the Fruit chess engines and so failed to meet their originality requirements. The ICGA proceedings against Rybka were subsequently upheld by the FIDE Ethics Commission, saying "the ICGA has not violated the FIDE Code of Ethics, nor any other FIDE rule or general principle of law". However, the same FIDE Ethics Commission ruled that banning Rajlich for life failed to have a clear statutory basis and sufficient procedural guarantees, and so they sanctioned ICGA with a warning. Rajlich has now agreed to underpin the Fritz brand of ChessBase , merging Rybka to produce Fritz 15.

This will be released on 30 October 2015. 8. Houdini 4 Pro Score: 5.5 / 18 Houdini is a UCI chess engine developed by Belgian programmer Robert Houdart. It is influenced by open source engines IPPOLIT /RobboLito, Stockfish , and Crafty . Earlier versions are free for non-commercial use (up to version 1.5a), but later versions (2.0 and onwards) are commercial. As of October 2015, Houdini 4 is the third top-rated chess engines on major chess engine rating lists after Stockfish and Komodo . Houdini 5 is scheduled to be released in 2016. Competition results Houdini has won top honors in the TCEC tournament, which is often regarded as the Unofficial World Computer Chess Championship. Houdini has won three seasons to date, and narrowly failed to qualify for the finals in nTCEC Season 2, having lost out to Komodo and Stockfish . 7.

Equinox 3.3 Score: 6.0 / 18 Equinox, a former private and as of September 30, 2014 and version 3.20 , free UCI compliant SMP chess engine by primary author Giancarlo Delli Colli , at times supported by Stefano Rocchi et al.. As noted by Giancarlo Delli Colli, the progress of Equinox is the result of years of hard work by the authors - and " of course, like everybody else does ", taking ideas from open source engines like Crafty , Stockfish , Ippolit , and others, from the Chess Programming Wiki and the ICGA Journal Team Equinox celebrating IOCSC 2012 at Galleria Alberto Sordi , Rome 6. Critter 1.6a 64-Bit Score: 8.0 / 18 Critter is a cross-platform UCI chess engine by Slovakian programmer Richard Vida which is free for non-commercial use. The engine has achieved top five on most official chess engine Elo rating lists. History Richard started working on Critter in late 2008.

The first version was originally written in Delphi but the code was later converted to C++ using Bitboard technology because Delphi did not perform well under 64-bit processors. Critter had its over-the-board (OTB) debut at the ICT 2012, where it became a strong runner-up behind the Rybka cluster. 5. Fire 4 Score: 8.5 / 18 About: my goal with Fire is to combine all the best ideas, features, and strengths from the IppoLit family of releases...IppoLit, RobboLito, Igorrit, and IvanHoe. in addition i have added all the best ideas that Sentinel and i came up with during the development of Robbolito 0.085g3. with enormous beta testing help from the Decembrists and Robbolito comrades, we posted more than a dozen public betas on Immortal223 during the last four months of 2009 (for details, please see the RobboLito page) 4.

Komodo 9.3 64-bit Score: 12.5 / 18 (TB: 92.75) About Komodo About Us by GM Larry Kaufman Komodo started in 2007 as a joint project by programmer Don Dailey and myself, grandmaster Larry Kaufman, when I was a member of the team that created Rybka 3, then the world's strongest chess engine. It was then called "Doch" as an abbreviation for "Don's Chess", but we learned that this name is not suitable in the German language, and I suggested the name "Komodo", both because the Komodo Dragon is the world's most fearsome lizard, and because "Dragon" suggests the Dragon Sicilian, a popular fighting opening. At the time it was mostly just for fun and as a learning experience for me; we never expected it to be a rival for Rybka, but things turned out differently. Don and I became acquainted around 1987. At the time, he had written an amateur program which competed in international computer chess events. His chess advisor had been an expert-rated player, Sam Sloan, although Don was himself rated around the 1800 level.

When Sam moved to the Middle East he recommended me to replace him on the project and introduced us, and we worked together for several years on various chess programs including RexChess, Socrates, and Kasparov's Gambit. Around 1993 Don left computer chess for a job at M.I.T. and only returned to it in 2007. True to character, during the interim found time to write one of the world's best Go programs, despite knowing almost nothing about that game. Komodo improved at a fairly rapid clip, and much to our surprise this rate of progress did not slow down much. Within about two years of when I stopped working on Rybka (which coincided with my winning the World Senior Chess Championship and the grandmaster title in late 2008) Komodo passed Rybka 3 in playing strength, and we decided to go commercial so Don could devote more of his time to Komodo. We made this decision just after the release of Komodo 3. Komodo 4 was our first commercial release, in November 2011.

Komodo incorporated original ideas we had introduced in our programs back around 1990, and we continued to add new ideas, especially in the search, almost daily. Don wrote all of the actual code until 2011, by which time he had taught me enough about programming in "C" to make relatively simple program modifications myself. Around this time Don learned he had a fatal illness, and we needed to find another programmer if Komodo were to continue. Knowing that he had little remaining time to live, Don and I agreed that Mark Lefler, author of chess program "Now", would take over Don’s role in Komodo. They worked together for about two months until Don was too ill to continue; he was able to pass on to Mark most of the necessary knowledge and software, although some has been lost forever. Komodo 6 was the last engine on which Don was the main programmer, while Komodo TCEC was the last that Don was able to contribute to directly. I had a very good working relationship with Don, whom I considered a good personal friend, and now I can say the same regarding Mark.

Don lived just long enough to see Komodo make it to the finals of the most prestigious computer chess event, "TCEC", which Komodo went on to win a week later. Don died from leukemia on November 22nd, 2013 in Roanoke, Virginia at the age of 57. His widow, Mary Dailey, remains a partner in Komodo. With Komodo 8 we have made an engine that should top many rating lists; my only regret is that Don did not get to see this happen. I would like to mention the contributions of our webmaster Jesse Gersenson who has supported our website since Komodo 3, and of Jeremy Bernstein, who is mostly responsible for incorporating Syzygy tablebases into Komodo and also for the Android version of Komodo 8. Finally, I want to acknowledge the many ideas we've drawn from various open-source engines. While we've never used other people's code or weights, and never attempted to be similar to any other engine in overall design or in terms of which ideas to use or discard, every new idea challenges the way one thinks and this has been a source of inspiration. 3.

Gull 3 Score: 12.5 / 18 (TB: 96.50) Gull is a relative newcomer on the elite computer chess scene. This free and open-source engine is helmed by Vadim Demichev and was inspired by two older chess programs, Ivanhoe and Strelka. Gull gained 11 rating points in the new CCRL 40/40 pure rating list (a method that allows only one version per engine family, removing distortion), earning it the number-five slot in the ranks of the known universe’s best chess players. 2. Stockfish 7 Score: 14.0 / 18 (TB: 106.75) About Get Notified Get notified about new releases by following us on Twitter , liking us on Facebook , or reading our blog . Engine Authors The Stockfish engine was developed by Tord Romstad, Marco Costalba, and Joona Kiiski. It is now being developed and maintained by the Stockfish community. App Authors Stockfish for Mac was built by Daylen Yang . Stockfish for iOS was built by Tord Romstad.

History The Stockfish project started with the open source Glaurung engine, authored by Tord Romstad. In November 2008, Marco Costalba forked the Glaurung 2.1 code and introduced Stockfish 1.0. Tord and Joona Kiiski joined the Stockfish project and the Glaurung project slowly faded away. Meanwhile, Stockfish quickly rose to become the strongest open source chess engine, with frequent updates every few months. Today, it remains one of the strongest engines in the world. About this website This website was built by Daylen Yang . The Stockfish icon was designed by Klein Maetschke . About the GPL Stockfish is free, and distributed under the GNU General Public License Version 3 (GPLv3). Essentially, this means that you are free to do almost exactly what you want with the program, including distributing it among your friends, making it available for download from your web site, selling it (either by itself or as part of some bigger software package), or using it as the starting point for a software project of your own.

The only real limitation is that whenever you distribute Stockfish in some way, you must always include the full source code, or a pointer to where the source code can be found. If you make any changes to the source code, these changes must also be made available under the GPL. Note: SugaR 2.2 is a Free UCI Engine based ideas Stockfish and other ideas 1. SugaR 2.2 Score: 14.0 / 18 (TB: 113.00) Sugar is a free UCI chess engine derived from Stockfish It is not a complete chess program and requires some UCI-compatible GUI (e.g. XBoard with PolyGlot, eboard, Arena, Sigma Chess, Shredder, Chess Partner or Fritz) in order to be used comfortably. Read the documentation for your GUI of choice for information about how to use Sugar with it. This version of Sugar supports up to 128 cores. The engine defaults to one search thread, so it is therefore recommended to inspect the value of the Threads UCI parameter, and to make sure it equals the number of CPU cores on your computer.

On Unix-like systems, it should be possible to compile Sugar directly from the source code with the included Makefile. Sugar has support for 32 or 64-bit CPUs, the hardware POPCNT instruction, big-endian machines such as Power PC, and other platforms. In general it is recommended to run make help to see a list of make targets with corresponding descriptions. When not using the Makefile to compile (for instance with Microsoft MSVC) you need to manually set/unset some switches in the compiler command line; see file types.h for a quick reference. Sugar is free, and distributed under the GNU General Public License (GPL). Essentially, this means that you are free to do almost exactly what you want with the program, including distributing it among your friends, making it available for download from your web site, selling it (either by itself or as part of some bigger software package), or using it as the starting point for a software project of your own. The only real limitation is that whenever you distribute Sugar in some way, you must always include the full source code, or a pointer to where the source code can be found. If you make any changes to the source code, these changes must also be made available under the GPL.

Question: What was the name of the first computer to beat a chess champion?
Answer: DEEP BLUE