Saturday, August 06, 2011

Computer chess

"Even among the skeptics who insisted it was a trick, there was disagreement about how the automaton worked, leading to a series of claims and counterclaims," writes author Tom Standage. "Did it rely on mechanical trickery, magnetism, or sleight of hand? Was there a dwarf, or a small child, or a legless man hidden inside it?"

Well, all of the above—or below, actually. In the rear bottom interior of the box sat a flesh-and-blood operative (by necessity a small one) who followed the human contender's moves from below and maneuvered The Turk's right hand across the table board. Nonetheless, the machine became "the most famous automaton in history," Standage notes, commented on by Charles Babbage, Edgar Allan Poe, Benjamin Franklin, and Napoleon Bonaparte.

More importantly, The Turk whetted the West's appetite for real devices that could do such things. Over two centuries later, this project culminated in Deep Blue—the IBM computer that bested Russian chess champion Gary Kasparov in 1997.

But what's most fascinating about "Mastering the Game," the Computer History Museum's computer chess exhibit, is that it frames the rise of the automated chess playing as a debate between two philosophies of computing. One emphasized the "brute force" approach, taking advantage of algorithmic power offered by ever more powerful processors available to programmers after the Second World War. The other has foregrounded the importance of teaching chess computers to select strategies and even to learn from experience—in other words, to play more like humans.
Brute Force or Intelligence? The Slow Rise of Computer Chess

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