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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. After that, the field of mechanical chess research languished until the advent of the digital computer in the 1950s. Since then, chess enthusiasts and computer engineers have built, with increasing degrees of seriousness and success, chess-playing machines and computer programs.

The two prime motivations for computerized chess playing have been solo entertainment (allowing players to practice and to amuse themselves when no human players are available) and as research to provide insights into human cognition. In the former endeavor computer science has been a phenomenal success, from the earliest real attempts to programs which challenge the best human players in less than fifty years. The latter objective has largely been unrealized. We can say that chess play is not an intractable problem to modern computing.

Chess-playing computers are available for negligible cost, and there are many programs (even the free GNU Chess, Amy, Pepito, Crafty, and more) that play a game that, with the aid of virtually any modern personal computer can defeat most master players under tournament conditions, while top commercial programs like Shredder or Fritz have surpassed even world champion caliber players at blitz and short time controls.

However, to the surprise and disappointment of many, chess has taught us little about building machines that offer human-like intelligence, or indeed do anything except play excellent chess. For this reason, computer chess, (as with other games, like Scrabble) is no longer of great academic interest to researchers in artificial intelligence, and has largely been replaced by more intuitive games such as GoGo is a strategic, two-player board game originating in ancient China between 2000 BC and 200 BC. Go is a popular game in East Asia. The development of Internet play has served to increase notably its popularity throughout the rest of the world, in recent as a testing paradigm. Chess-playing programs essentially explore huge numbers of potential future moves by both players and apply a relatively simple evaluation function to the positions that result, whereas Computer GoComputer Go is the field of artificial intelligence (A. dedicated to creating a computer program that plays Go, an ancient board game. After the remarkable success of Deep Blue in the field of computer chess and its victory over world chess champion Garry challenges programmers to consider conceptual approaches to play.

The brute-force methods are useless for most other problems artificial intelligence researchers have tackled, and are believed to be very different from how human chess players select their moves. In some strategy games, computers easily win every game, while in others they are regularly beaten even by amateurs.

Therefore, the fact that the best efforts of chess masters and computer engineers are as of 2003 so finely balanced should probably be viewed as an amusing quirk of fate rather than the profound comment on thought that many in the past, including some of the early theorists on machine intelligence, thought it to be.

1 Brute force vs. strategy

In the early years of computer chess, there were two general schools of thought. The first camp took a "strategic AI" approach, estimating that examining all possible sequences of moves to any reasonable depth would be impractical due to the astronomical number of possibilities and nominal processing power. Instead of wasting processing power examining bad or trivial moves (and their extensions), they tried to make their programs discriminate between bad, trivial and good moves, recognize patterns or formulate and execute plans, much as humans do.

The second camp took a " brute force search" approach, examining as many positions as possible using the minimax algorithm with only the most basic evaluation function. A program might, for example, pay attention only to checkmate, which side has more pieces, and which side has more possible moves, without any attempt at more complicated positional judgement. In compensation, the program would be fast enough to look exhaustively at all positions to a certain depth within its allotted time.

Use of alpha-beta pruningAlpha-beta pruning is a technique to reduce the number of nodes evaluated by the minimax algorithm for two-player games. It prunes out parts of the search tree that are so good for one player that the opponent will never allow them to be reached. Same as combined with a number of search heuristic s dramatically improved the performance of brute-force search algorithms. In modern times, the general consensus is that chess is theoretically a nearly-understood paradigm as an AI design goal and the ChineseThis article is on the geographic and cultural entity. For other meanings, see China (disambiguation). China ( Traditional Chinese: , Simplified Chinese: , Hanyu Pinyin: Zhongguo, Wade-Giles: Chung-kuo) is a country in continental East Asia with some oute game of GoGo is a strategic, two-player board game originating in ancient China between 2000 BC and 200 BC. Go is a popular game in East Asia. The development of Internet play has served to increase notably its popularity throughout the rest of the world, in recent is now at the forefront of challenges to AI designers.

Ultimately, the brute force camp won out, in the sense that their programs simply played better chess. The game of chess is not conducive to inerrantly discriminating between obviously bad, trivial and good moves using a rigid set of rules. Traps are set and sprung by expert players who understand and master the many levels of depth and irony inherent to the game. Furthermore, technological advances by orders of magnitude in processing power have made the brute force approach far more incisive in recent years than was the case in the early years. The result is that a very solid, tactical AI player has been built which is errorless to the limits of its search depth and time. This has left the strategic AI approach universally recognized as obsolete. It turned out to produce better results, at least in the field of chess, to let computers do what they do best (calculate) rather than coax them into imitating human thought processes and knowledge.



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