![]() ![]() Though Deep Blue scored one winning game and two draws, it lost three games to Kasparov outright. On Februin Philadelphia, Deep Blue went head-to-head with Kasparov, and Kasparov beat the computer handily. From left: Chung-Jen Tan (team manager), Gerry Brody, Joel Benjamin, Murray Campbell, Joseph Hoane and Feng-hsiung Hsu (seated). The IBM Deep Blue chess computer team poses in May, 1997. It took Hsu more than a decade to master it. But to actually implement a computer that powerful-and fast enough to compete in a time-limited tournament-was a matter of extreme effort. In theory, a sufficiently beefy computer could simulate every possible move (and counter-move) in its memory, rank which moves end up doing best in each simulated game, and then perform the optimal move on each turn. Given that the 32 pieces on the board are capable of moving to a variety of other positions, the "possibility space" for the next move (and all subsequent moves) is very large. First the machine needs to understand the state of the board-that's relatively easy-but then it needs to predict future moves. The computer science problem of chess is deep. Here's the first part of a documentary about Deep Thought, which helps set the stage for Deep Blue:ĭeep Thought eventually led to Deep Blue, an IBM project led by Hsu, along with his former Deep Thought collaborator Murray Campbell, among others. Kasparov destroyed the machine in a two-game match. That one was called "Deep Thought," named for the computer in The Hitchhiker's Guide to the Galaxy-a fictional computer spent 7.5 million years calculated "the Answer to The Ultimate Question of Life, the Universe, and Everything." (That answer, of course, was 42.)ĭeep Thought underwent additional development at IBM, and in 1989 it went head-to-head with Garry Kasparov, who is widely considered the best chess player of all time. In 1985, Feng-hsiung Hsu created ChipTest, a chess computer that set the stage for later efforts.īy 1988, a CMU team including Hsu created a system that beat an international master. After Fredkin's initial challenge in 1980, a team from Bell Labs created a chess computer in 1981 that beat a chess master. It was an extremely long road to victory. ![]() That's exactly what Deep Blue did in May, 1997. ![]() An artificial intelligence pioneer, Fredkin challenged fellow computer scientists to create a computer that could beat the best human chess player in the world. It was the Fredkin Prize, created by Carnegie Mellon University (CMU) professor Edward Fredkin in 1980. On July 29, 1997, IBM researchers were awarded a $100,000 prize that had gone unclaimed for 17 years. ![]()
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