Deep Blue Campbell, Murray; Hoane, A.Joseph; Hsu, Feng-hsiung
Artificial intelligence,
2002, 2002-01-00, 20020101, Letnik:
134, Številka:
1
Journal Article
Recenzirano
Odprti dostop
Deep Blue is the chess machine that defeated then-reigning World Chess Champion Garry Kasparov in a six-game match in 1997. There were a number of factors that contributed to this success, including:
...•
a single-chip chess search engine,
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a massively parallel system with multiple levels of parallelism,
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a strong emphasis on search extensions,
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a complex evaluation function, and
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effective use of a Grandmaster game database.
This paper describes the Deep Blue system, and gives some of the rationale that went into the design decisions behind Deep Blue.
Genetic Algorithms for Evolving Computer Chess Programs David, Omid E.; van den Herik, H. Jaap; Koppel, Moshe ...
IEEE transactions on evolutionary computation,
2014-Oct., 2014-10-00, 20141001, Letnik:
18, Številka:
5
Journal Article
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This paper demonstrates the use of genetic algorithms for evolving: 1) a grandmaster-level evaluation function, and 2) a search mechanism for a chess program, the parameter values of which are ...initialized randomly. The evaluation function of the program is evolved by learning from databases of (human) grandmaster games. At first, the organisms are evolved to mimic the behavior of human grandmasters, and then these organisms are further improved upon by means of coevolution. The search mechanism is evolved by learning from tactical test suites. Our results show that the evolved program outperforms a two-time world computer chess champion and is at par with the other leading computer chess programs.
The essay offers a reading of the place of non-human machines in the game discourse, focusing on computer chess’s real as well as literary and film history. Chess, as the Drosophila melanogaster of ...artificial intelligence, a special case facilitating the study of the entire field, allows for going beyond the primary area of interest – computer science – and entering the realm of the text, where new languages of storytelling and new contexts present themselves. The paper discusses a multifaceted, posthumanist analysis of the game as a medium of non-anthropocentric and empowering narratives of the Other. It also sheds new light on the ongoing paradigm shift in human categories and human-technology relations.
Go, Stop, Go, Stop Grier, David Alan
Computer (Long Beach, Calif.),
2016-Mar., 2016-3-00, 20160301, Letnik:
49, Številka:
3
Journal Article
Recenzirano
We're dissecting the accomplishments of the past to more efficiently achieve the goals of the future. In the Web extra at https://youtu.be/_uQ8OsTSzOE, author David Alan Grier expands on his column ...about how artificial intelligence is less about building minds and more about taking apart boxes.
Beyond Deep Blue Newborn, Monty
2011, 20110224, 2011-05-02
eBook
More than a decade has passed since IBM's Deep Blue computer stunned the world by defeating Garry Kasparov, the world chess champion at that time. Following Deep Blue's retirement, there has been a ...succession of better and better chess playing computers, or chess engines, and today there is little question that the world's best engines are stronger at the game than the world's best human players. Beyond Deep Blue: Chess in the Stratosphere tells the continuing story of the chess engine and its steady improvement from its victory over Garry Kasparov to ever-greater heights. The book provides analysis of the games alongside a detailed examination of the remarkable technological progress made by the engines asking the questions which one is best, how good is it, and how much better can it get. Presents a total of 118 games, played by 17 different chess engines, collected together for the first time in a single referenceDetails the processor speeds, memory sizes, and the number of processors used by each chess engineReviews Deep Blue's matches with Garry Kasparov in 1996 and 1997Includes games from 10 World Computer Chess Championships, and the three most recent major computer chess tournaments of the Internet Chess ClubCovers the man-machine matches between Fritz and Kramnik in 2002 and 2006, and between Kasparov and Deep Junior in 2003Describes three historical matches between leading engines: Hydra versus Shredder, Junior versus Fritz, and Zappa versus RybkaThis fascinating account of the ongoing evolution of computer chess will appeal to both the general reader and to specialists in A.I. and computing. Chess players and aficionados will also appreciate this remarkable insight into the new superstars of the classic game.
In December 2017, the game playing program AlphaZero was reported to have learned in less than 24 hours to play each of the games of chess, Go and shogi better than any human, and better than any ...other existing specialised computer program for these games. This was achieved just by self-play, without access to any knowledge of these games other than the rules of the game. In this paper we consider some limitations to this spectacular success. The program was trained in well-defined and relatively small domains (admittedly with enormous combinatorial complexity) compared to many real world problems, and it was possible to generate large amounts of learning data through simulated games which is typically not possible in real life domains. When it comes to understanding the games played by AlphaZero, the program's inability to explain its games and the knowledge acquired in humanunderstandable terms is a serious limitation.
Es frecuente entre los ajedrecistas expertos la apelación a características del juego consideradas artísticas. Sin embargo, y a pesar de ser el ajedrez uno de los campos más estudiados en la historia ...de la inteligencia artificial, han sido pocos los intentos de automatizar el juicio estético de los grandes maestros. Ha prevalecido la demanda de eficacia, recurriendo a la potencia de búsqueda de arquitecturas hardware especializadas, complementadas con métodos heurísticos y criterios de evaluación codificados manualmente. Recientemente, sin embargo, el programa AlphaZero, desarrollado siguiendo una filosofía diferente, ha sorprendido no solo por su superioridad, sino también por lo imprevisto y atractivo de algunas de sus decisiones de juego. En este artículo se repasan los criterios de belleza asumidos en la práctica del ajedrez y se analiza el modo en que AlphaZero adquiere su capacidad experta, llegando a conclusiones sobre el papel del impulso estético en la toma de decisiones racional y sobre el modo en que los sistemas artificiales pueden mostrar un comportamiento original y atractivo en actividades lógicas como el ajedrez competitivo.
This paper describes theoretical and practical aspects of an alternative
efficient chessboard representation based on 4-bit piece coding technique.
There are two main approaches used by the majority ...of computer chess
programs: arrays and bitboards. However, after the years of researching and
experimenting in chess engine Axon and its parallel version Achilles, we
would like to introduce an alternative chessboard representation C. C. R.
(Compact Chessboard Representation) based on a new coding technique that
performs very well both on 32-bit and 64-bit hardware platforms.
nema
PR Project of the Serbian Ministry of Education and Science, no. III44006