


Automated Chess Battling 165
Matt Watson writes "Here is a link over to a story on wired that talks about the upcoming chess match in Spain between the world's top 4 computer chess programs. The winner will go on to play Vladimir Kramnik for the second round of human vs computer chess. I think that "deep fritz" sounds the coolest and my money is on that one. Read the article from Wired"
Many false assumptions (Score:1)
- The competing programs all run on standard PCs (Deep Fritz and a special version of The Shredder can also take advantage of SMP-machines)
- These programs are capable of generating and evaluating hundreds of thousands up to millions of moves per second (at least my chess engine can do that.) On plain PCs.
- Knowing the source code does not help that much. A human simply cannot foresee the result of many millions of simulated chess moves/positions.
- Computer chess programs use a clever mixture of brute force and formalized chess knowledge. The brains of human grand masters seem to work rather differently. They seem to use a kind of very powerful associative memory, which was fed and trained during many years of extremely intense training and learning and playing. All grand human chess player have an excellent memory and extraordinary mnemonic capabilities. They seem to be able to detect patterns and structures of 'good' positions and interpolate between these patterns. No human player can actually explain this holistic thinking and describe how he actually makes his moves.
- The (huge) advantages in computer chess during the last years came mostly from algorithmic improvements. Increased CPU speed helps, but not that much. Very easy to understand if you consider that the number of possible moves grows exponentially with each ply. But modern chess programs use internal hash tables of several dozens of MB to store intermediate positions/moves. They also use table/DBs for the opening and especially for the end game. (All end games with up to five pieces have been solved.)
- My understanding about the match between Kasparow and Deep Blue is that the machine won because they had some grand masters in the Deep Blue Team who analysed the game and change the settings of the program to make it win. Human players normally win against chess programs by setting up very subtle traps which will be become effective only in more than 15-20 half moves. This is beyond the 'horizon' of a chess program, it cannot foresee these traps. But grand masters can, and they can change the evaluation functions of the program to take care of the trap.
There is a lot more to say about the topic, but it is getting late and my time runs out...
Juergen
Absolutely (Score:1)
Chess is just a more elaborate form of checkers, and is very close to being solved by purely brute-force methods. Computer chess programs shouldn't impress anyone.
Re:human advantage given less time? (Score:1)
Incorrect. The less time a human has to think, the more prone they are to dumb mistakes. Given a fraction of a second the machine can generally come up with a move that doesn't suck *too* bad. You can verify this by hooking up to one of your favorite chess servers and checking out the respective lightning/blitz/standard chess ratings of a computer player.
Machine chess has advanced to the point where they are impossible to beat tactically; best to up the time and rely on the human's (hopefully) better evaluation and tree-pruning algorithms to create a better strategy.
One of the many ways kasparov was 'disadvantaged' (from a human POV) against deep blue was that he didn't have enough time.
Incidentally, what is up with all the 'deep' monikers? Yeah Deep Thought was a great name waybackwhen but it's gotten old. 'Shredder' is much cooler even though it reminds me of TMNT...
Re:Finite amount of moves... (Score:1)
The short answer is that the amount of memory you're talking about is, um, *way* out there. Most better chess programs try to approximate that with an opening book and endgame databases. (Heh, I think that's actually cheating, morally speaking, but then I've never been a big fan of the 'same old opening' .. maybe that's why I lose so much)
Re:Unfair to the program (Score:1)
Many programs (including crafty, last I checked) can and do build their own opening books. (or you can feed it a pre-done one) .. The positions are stored along with their evaluations and a move is selected accordingly (higher-evaluated moves being played more often)
Re:Unfair to the program (Score:1)
Not really, given that grandmaster games tend to be catalogued, scrutinized, and generally public knowledge. Deep Blue (and its programmers) had access to many of Kasparov's old games. In fact there is the true story (really) of one 'normal' student-player who fought out a draw with a grandmaster. The GM wondered how the student was finding his moves so quickly, and it turned out that the GM had actually played the same game before and the student had memorized it :)
Wish I could remember the name of that GM, but then I couldn't waste more time trolling /.
Re:Give the AC a cigar (Score:1)
Unless it turns out that chess doesn't work that way. As I recall, in a 'perfect' game of Connect Four the 2nd person to move always wins.
Re:Give the AC a cigar (Score:1)
Re:Unfair to the program (Score:1)
Re:Genetic Algorithm... (Score:2)
Yeah, unfortunately. Many of these chess programs are written to run on specialized hardware (for example: Deep Blue ran on a custom made machine optimized to traverse trees very quickly). Putting them all on one platform to run the genetic algorithm would necessarily bias the selection algorithm in favor of the program whose native hardware was closest to the host platform.
There's also the matter of fundamental algorithm incompatibilities: neural nets are not alpha-beta trees are not apples are not oranges. I'm not sure combining neural nets with alpha-beta trees would work in this context (although a neural net might make an interesting heuristic function).
ObJectBridge [sourceforge.net] (GPL'd Java ODMG) needs volunteers.
Re:the value of chess (Score:2)
Re:Finite amount of moves... (Score:1)
This is why typical algorithms used in chess include limited frontier search -- you want to reduce the number of states you consider by use of a heuristic function. This function is informed by the pieces involved in the game, the positions of those pieces, etc.
Re:Just Taking Up Space? (Score:1)
If however, there's something on Wired (or any other news site) that's interesting, why not discuss it here?
Re:What about the game of Go? (Score:1)
biggest problem, as far as I can tell. After
all, the number of positions in Chess is already
way too big.
The lack of an obvious evaluation function
(e.g. material in Chess) makes life hard.
The length of the game doesn't help.
The existence of the ko rule doesn't help either.
See the complete and utter Go links
page at http://nngs.cosmic.org/hmkw/golinks.html
Re:Where'd you get 10^40? (Score:1)
"position" which includes the history
of the game, then ok. Otherwise, bear in
mind that just knowing which pieces are where
doesn't tell you enough.
You certainly need to know who has castled,
whether an en passant capture is possible,
the number of moves since the last capture
or pawn move, and indeed all previous board
positions so you could recognise repetition
of position if it happened.
machines are ahead?? (Score:1)
Totally disregarding the last few centuries of humans who were better than machines, of course. The average chess-playing computer has only recently become better than the average chess-playing human, especially when you consider that the average chess-playing computer has been essentially hand-tutored by great chess players. I bet if I had that level of tutoring, I could beat many of the chess-playing machines on the market too.
Not that the machines won't have their day, and not that the day isn't at hand, but the article makes it sound like humans have been behind from the start and that isn't correct.
Re:Give the AC a cigar (Score:1)
Give the AC a cigar (Score:2)
IBM's Deep Blue was originally named Deep Thought (Score:1)
In Spain? (Score:2)
These matches should be held in Cyberspace (oooooh - I cringe at the word)
The exchange of bandwidth between the two partys is minimal, the TCP/IP headers themselves outweigh the data for each move.
Programmer vs. programmer (Score:2)
Re:Genetic Algorithm... (Score:1)
There's a little "AI" element in the evalatution function that decides if one position is better than another, but it's not much.
Re:Since Kasparov lost..... (Score:1)
If one player is a computer, it's a little different. It's a bit easier for a human to change their style of play. It's not so easy for the computer (at least, it's not been so easy for the majority of the chess programs written to date, it's certainly possible to make a program that could change styles).
Re:Genetic Algorithm... (Score:1)
On the otherhand, the human is a great pattern matcher and can see that certain moves aren't even worth considering very quickly whereas the computer is "stupid" and has to search the tree to see the move is no good.
They way a top level chess player goes about move selection is very different than the way a top level chess program does move selection.
Re:Unfair to the program (Score:2)
attention story submittors (Score:1)
http://www.wired.com/news/print/0,1294,43203,00.ht ml [wired.com]
Salon, Wired, and almost every other major web publication offers some option like this, and they are always about 50 times more readable than the "standard" version, and all the text is on a single page, so you don't have to wait for five pages. Most of the time, you don't have any annoying banner ads, either.
More than # of atoms in the universe? Solution! (Score:1)
Haven't you d00dz ever heard about recycling? Where I live we sort out all the paper from the trash for recycling, so why can't the chess computer do this?
(just had to)
Unfair to the program (Score:2)
Anyway, giving Kremnik a copy of the program is very unfair especially if the copy includes the database of computer openings. Kremnik can then try to tilt the games towards openings that he knows in advance the that the program is not good at. As I understand it, chess players spend a lot of time preparing surprises and the rules of this computer vs. human match eliminates that for the computer. Also, it will look very bad for Kremnik if he loses with this kind of advantage.
Re:Brute force (Score:2)
computational power than "true" AI improvements.
If you want to study AI, chess is the wrong way to do it. There is no reason to think that the human approach to chess is any more successful that brute force. Your average PC has much less total computing power that your brain, but it will still beat you at chess (unless you're a grand master). Given a limited amount of hardware, the computer's way of playing chess may be more optimal than the human way of playing chess. Humans aren't build for chess, they are build to survive in the woods. The fact that some of them can learn to play chess pretty well is a coincidence.
If you want to build a strong chess computer, there is no reason why it should be based on "true" AI.
If you want "true" AI, you need to pick a different problem to solve. Preferably one that's much fuzzier than chess. The game of 'Go' would be much more suitable because brute force doesn't work there.
Re:Connectivity? (Score:2)
The machine needs to be there physically so they can open it up and make sure Kasparov is not in there.
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good point (Score:1)
even if that set were small (Score:2)
This is going to be a stumbling block for computers for awhile, but it looks like brute force might be enough for now. I'm predicting though, that human chess players will adapt and learn how to beat some chess machines.
Not quite (Score:1)
But we can't make a good version of a human mind, that's true.
Re:Always Chess! (Score:1)
Once you get two players who are really good at Scrabble, three factors are equally important: vocabulary (you're dead if you don't know useful words like QAT and KEX), strategy (blocking triple word scores, knowing when to open up the board and when to make it nearly impossible to play), and psychology (only with humans, of course - you can leave yourself a hook for a word that you don't believe the other player will know, and of course, bluffing over whether something is a real word is essential).
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Re:Do Humans stand a chance? (Score:2)
Computer programs have to analyze millions of trees that people don't, because computers lack a 'chessic instinct' - computers tend to make up for their weak ability to evaluate a position by just evaluating much more of them.
Re:Finite amount of moves... (Score:2)
http://itss.raytheon.com/cafe/qadir/q1797.html
There are "only" (hah) 10^40 or so legal chess positions, so your statement above is not quite true. Gathering enough of them up to make memory might be hard, though. There are about 3*10^51 atoms in the earth, and 10^57 atoms laying around doing nothing useful in our sun, so scrape off some of those and we've got plenty. Or we could use some replicator tech to turn some small, useless planets directly into RAM...
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Re:Finite, but Big (Score:2)
Yes, 2^133 ~= 10^40. It is also:
2^133 = 2^100 * 2^33;
2^33 bits is 1 gigabyte.
2^100 is about 10^30th.
As I said. My numbers weren't off. And I cited a source elsewhere [slashdot.org] in this discussion which puts the number of atoms in the universe at about 10^75. The number of atoms in the earth is around 10^51, IIRC, so 10^40th is plenty small, on a sufficiently large scale
Besides, if we use up all the atoms in this universe, we can just use a quantum computer, and do our computing with atoms from other universes which aren't putting them to good use.
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Finite, but Big (Score:3)
And that's just the table. You'd need a pretty spiffy lookup function and table organization to find the entry you want in reasonable time. Though, now that I think about it, since you could track from the beginning of the game, you'd only need about 35 subtrees to every position based on what your opponent does, so that isn't as difficult as the raw memory required.
Chess is not near to being solved, I would say. Searching functions are a much better way to use the memory we have.
And even when we do solve chess (if memory doubles every year or two, that figure I gave above [2^130] could be feasible in a century or two), there's always Go, which has a branching factor of about 360, as compared to chess's measly 35
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Re:Where'd you get 10^40? (Score:3)
However, that decision tree you linked to doesn't differentiate between identical positions arrived at by different routes. There are only 10^40 or so different positions on the board, and since we were postulating that from each one there is one perfect move, you just have to know it for each of them. No move would matter besides the current one.
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Re:Genetic Algorithm... (Score:2)
Er, how would you encode the strategy? There's the rub; Chess has a massive state space with a large number of possible transitions, after all.
The other bit is that AI vs. AI may lead to AIs that are only good at defeating AI opponents.
How boring (Score:2)
Or maybe we will be breeding some kind of super intelligent master race of chess playing AI. Hmmm...
"Don't worry Neo, these guys can only move diagonally"
"Whoa..."
Ah well...
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Re:Correction (Score:1)
Re:In Spain? (Score:1)
Connectivity? (Score:1)
Maybe even better; it could make it easier for mere mortals to actually play against such machines without the need of much effort from its operator/creator.
Re:Finite, but Big (Score:1)
Re:Some Corrections (Score:1)
Re:The computer will win, eventually (Score:1)
And Kasparov being beaten by Deep Blue? How many times had he defeated "chess master" machines prior? The fact the human brain can compete with and even defeat a machine with its incredible computational power says a lot in itself.
Re:even if that set were small (Score:2)
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Be insightful. If you can't be insightful, be informative.
If you can't be informative, use my name
Re:How boring (Score:1)
Couldn't the games be condensed down to super fast matches?
Not really, since the programs require a good deal of time to decide their next move. One of the requirements of the chess playing program is that it be able to find an answer in an allotted time. A good deal of the evolution of the chess playing program has been in the area of refining what moves should be looked at so that the computer can find the best move more quickly out of the n^n^n... available games.
Deep Fritz? (Score:1)
Um . . . (Score:1)
Re:Unfair to the program (Score:1)
Re:Always Chess! (Score:1)
Malcolm solves his problems with a chainsaw,
Re:Genetic Algorithm... (Score:1)
Of course you have to rely on brute force to recognize and model strategies, and use brute-force tactics as conventional chess-programs when appropriate. However, the selection process of strategies could in theory be solved by fuzzy logic. However, I would expect more consistency using rule-based languages like prolog. Strategy is about knowing what details NOT to pay
attention to, ideas/creativity and experience.
The pattern recognizer would probably be the hardest part. The easiest initial solution could be to have several hard-coded algorithms, just like in conventional chess-programs that are used to evaluate position strengths.
I don't claim it's easy though, but it's much easier now than 10 years ago.
- Steeltoe
Re:"Open Source" Chess (Score:1)
- Steeltoe
Re:"Open Source" Chess (Score:1)
Another method is that you can just compile the source, give it a go against another CPU- or human player and discover the best paths of attack against this specific program.
Fair? I think not. It's easy to beat GNUchess if you just takeback enough. A hundred times or so when you're as weak as me
- Steeltoe
Re:Unfair to the program (Score:1)
Just one problem. The program has access to the humans game history, the moves he prefers and openings he usually uses. It can be programmed to take this into account. The human should have an equivalent understanding of the computer. Chess masters don't go into their matches cold after all. Perhaps the source code wasn't the best way to do this, but it is a step in the right direction.
mod down... (Score:1)
second, not it's wouldn't be easy. at least no to get good results. in a genetic algorithm your building virtual DNA. a set of something that is "fit" for something.
while the fitness could be how much you won or lost buy. i can't think of a way to convert a set of data into how to play chess.
btw: i'm out of the loop, i thought kasporv was still the champ, now it's this new guy [homestead.com]. pretty young lookin.
-Jon
what about the machine? (Score:1)
IMO you could put GNUChess on a 10,000 nod beowolf cluster and kick the champs ass.
-Jon
(youd prob have to recode gnuchess to worlk over a dist env tho)
Re:Unfair to the program (Score:1)
If you want fair, then the programmers should have to make the computers build their own book. This would set the computers ability back years as the initial position is relatively inscrutable.
Re:Since Kasparov lost..... (Score:1)
In its training it had literally thousands of Kasparov games to view.
How could a chess champion allow such a matchup? Well at the time there was a split between FIDE (most of the world), and the PCA(Kasparov and a few other top players. IBM had all the leverage in dealing with Kasparov. They could go to him and say, "we're running a big marketing campaign that will be calling someone the world chess champion, and if its not you, we'll get someone from FIDE." Kasparov is essentially forced into tournament, or face someone else being recognized as the world champ.
That's just the way I see it.
Re:Unfair to the program (Score:1)
Re:Always Chess! (Score:1)
For checkers, computers can look ahead so deep that I'd guess (but I don't actually know) they'd also cream the human opponent. (Or, against sufficiently advanced players, tie.)
Go is a good one, though. Word has it that the best go computers can't beat even novice players with a week of training.
Is your "true" AI improvement really "true"? (Score:1)
Well, lots of reductionists (myself included) believe that the human "thinking" is actually just a very powerful computer, and that the best way to "true" human-like play is in fact more power. Probably, humans are pattern matching and doing shallow parallel search (rather than exhaustive deep search). But I believe they are doing this through the massive and chaotic power of the human brain, not some kind of special ingenuity.
We can try to codify certain strategies, but the best way to encode these will probably turn out to be like the human brain does: lots and lots of tiny nodes, trained in a mysterious and incomprehensible way. Is intelligence really something that we can understand, or does it just fall out of a sufficiently complex system? You seem to say the former, I say the latter.
Of course... (Score:2)
"Open Source" Chess (Score:2)
In fact, it would be even cooler if the computer players each could read each other's source code* and/or memories. Now *that* would be an interesting program to write...
* It should hopefully be possible to force the programmers to use total functions, or some other interesting but not turing-interesting way of writing their heuristics.
Deep Blue doesn't use AI... (Score:2)
Now I really want to get back into playing chess. There goes another 10 hours a week minimum.
- tokengeekgrrl
Re:Genetic Algorithm... (Score:1)
Actually there are 64^13 (=2^156) possibilities for the chess board (of course, many of which are impossible in real life).
(Each of the 64 squares could have one of {white rook, white knight, ... white pawn, black rook, black night, ... black pawn, nothing}), but since a maximum of half the pieces can be on the board at a time, you wouldn't need 1/2 of these entries. So a database with (slightly less than) 2^155 entries could "solve" chess.
It would be a very large but finite number, so yes, someday technology will solve chess as easily as it did tic-tac-toe in War Games
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Re:What about the game of Go? (Score:2)
Sorry, it isn't quite that simple. There is a matemathical endgame theory that covers the last point on the board (Berlekamp). It has been demonstrated that even professional players occasionally miss the last point in complex situations. unfortunately the theory does not generalize well for earlier positions...
Re:What about the game of Go? (Score:2)
I beg to disagree. In order to evaluate a position, you need to have some idea which groups are alive, strong, uncertain, weak, or dead. There are some simple heuristics for this, but they are pretty bad. The only way to be sure (at least of the extreme cases, dead or alive), is to read the positions out. This sort of tactical reading may require quite deep local reading, and isolating the borders of each tactical situation is far from trivial. A mistake in any of this may throw the evaluation off by a hundred points, making it worse than useless.
I think GnuGo is typical in that it does no global reading at all, only the local tactical stuff, and from that it estimates the value of several promising-looking moves, and chooses the best. On a fast machine it can do this in 10-60 seconds. Doing global read-ahead for the most promising moves, and their most obvious responses would slow this by a factor of 10 at least. And, not having a good positional evaluation function, might not give us anything at all. I do not see GnuGo going this way in the foreseeable future.
Re:What about the game of Go? (Score:2)
Midgame programming is gradually progressing, but it's tough--not exactly because of the number of positions, but because of the vagueness in what defines them as strong or weak.
Openings are almost completely beyond current computer thought. Note that I didn't say computing power--it's our (current) lack of ability to translate abstract thoughts into deterministic code that limits computer Go.
I don't know where the programs are currently, but I'm quite sure that it'll be a good number of years and some serious advances in programming theory before Go programs even begin to challenge good players. Given that chess programs are roughly neck-and-neck with the best human players in the world, I suspect that it'll be a decade or two before go programs get that good.
hardware details? (Score:1)
+++
I know why Shredder is declining! (Score:1)
"Shredder" is really "Kasparov" in a box. He thought he could get a rematch with Kremnik this way...now he's pissed that he has to battle other computers first. Plus, he's not thrilled about spending a few weeks/months crammed in his little box at Kremnik's crib, being "evaluated".
--SC
Re:Since Kasparov lost..... (Score:1)
Where'd you get 10^40? (Score:1)
The only "intuitive" interface is the nipple. After that, it's all learned.
Re:Finite amount of moves... (Score:3)
No.
There are more possible chess moves than atoms in the universe, so you could not build a computer with enough storage space. Some have argued that there may be a much much smaller number of USEFUL moves, and perhaps we would be able to create a computer the plays a "perfect" game if we could somehow eliminate most of those useless moves before we started calculating (since otherwise we won't get done calculating until sometime after the Big Crunch, or the Big Freeze, whichever it is that ends up occuring).
The only "intuitive" interface is the nipple. After that, it's all learned.
Re:Why isn't Deep Blue participating? (Score:1)
Re:Deep Blue doesn't use AI... (Score:1)
It doesn't have to be intelligence to be artificial intelligence. IBM here answer as if their definition of AI was really accepted by everyone, and it is not the case.
Automating human behaviour will be called by many people artificial intelligence. Taking humanlike decisions as well, even if the decision process is different then in the human brain. Some people try to make the machine think our way, some people want the same result.
(read Luger & Stubblefield or any other AI book to see that that the definition of AI is not as clear as what IBM can make us feel)
phobos% cat
Re:Programmer vs. programmer (Score:2)
His style (positional, extremely good at tiny technical nuances, fantastic endgame, nerves of steel) make him a far harder opponent for computers than Kasparov was when facing Deep Blue (and he didn't reach his own level then).
The computers won't have a chance, unless the time control is quite fast.
Re:human advantage given less time? (Score:3)
For instance, go to the site of last year's Dutch championships, in which Fritz also played. There is a Java applet with the games at http://chess.lostcity.nl/java/AppletNK2000.html [lostcity.nl]. Click on round 7, the game Van Wely-Fritz SSS*.
The computer was absolutely hopeless and could do nothing at all during the whole game, because of the closed position without tactics. He will be mated after a few more moves, but the operator resigned.
Chess computers are, in essence, still brute force programs, albeit with a lot of pruning. There haven't been many advances in chess AI in ages. Their strength is going up pretty slowly, considering the hardware speed increases.
Kramnik will cream the computer.
Re:Give the AC a cigar (Score:4)
The best databases for this do all positions with 5 pieces (so two kings plus three other pieces), and that takes up 4 cdroms.
Doing the six piece version is much, much bigger. For every position in the 5 piece databases, there must be about 55 legal ways to add another piece, and there are ten different pieces that can be added. So about 4x550=2200 CDs for the six piece positions (on that order, anyway, this is a very imprecise guess).
The initial position has 32 pieces. Fit on a DVD? Hahahaaaa... The size of the universe is a limit on storage.
Finite amount of moves... (Score:2)
I've got a question, as someone with only a moderate knowledge of AI or chess (I constantly get whomped by xboard). While I'm sure that the number of possible chess moves and games is very large, it is finite, right? Wouldn't it be possible, then, to simply have a program with enough memory to know all possible moves and every possible game result, then allowing that program, at every turn, to simply perform whatever move has the highest number of possible wins associated with it? Also, if this is how it's done, how is this intelligence?
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Re:Finite amount of moves... (Score:2)
Yes, this is theoretically possible. But the amount of memory required is really too much... there are 10^80 positions or something.
That said, I think it is not impossible to imagine that someone will figure out some custom compression tricks to store those 10^80 or so win-loss bits. I think chess could well be solved within a couple generations.
If had a program that could play perfectly, I'd set it to always make the WORST winning move. I think it would be hilarious to see it throwing away pieces, wasting moves, and still *just* squeaking out the win. :-)
Correction (Score:2)
Re:Genetic Algorithm... (Score:2)
IBM had a better solution with Deep Blue, and that was to store all of the games played by Grandmasters in the last 100ish years, giving them a vast selection of good games to search.
Re:Genetic Algorithm... (Score:4)
An AI that 'won' in a natural selection process agains other AI's is going to be adapted to playing other AI's, not humans. Much as land animals tend to fare poorly when put into marine environments, and vice versa; AI chess players won't do to well agains human opponents.
Also, there's an incredibly massive state space for chess... the first player has 10 options (8 pawns+2 knights) on his first move, so in the first pair of moves there's already 100 possible states... strategy and/or complete tree-traversals is nearly impossible (unless you encode the entire tree of possible moves beforehand, then search it... but I don't think we have that much storage capacity available yet...).
Re:Why isn't Deep Blue participating? (Score:2)
But this is not that different from what human contenders to the title do. They spend months training to beat the current title holder.
Kasparov made two big mistakes one was to agree to play Deep Blue without being allowed to see it play a couple of games before hand. The second was to train against a simpler program, expecting deep blue to behave the same, but faster. This is akin to say that Kasparov and I play the same chess, only that he plays faster (I only wish)....
Re:I like those odds.. (Score:2)
Well, time to go practice on Yahoo!, and remember, never play anyone who's UID is "Shredder"
Re:human advantage given less time? (Score:2)
the deep prefix is getting a bit tired though. Maybe Hyatt needs to rename crafty to deep crafty, since it supports SMP out of the box.
Re:human advantage given less time? (Score:2)
I think if kramnik can play a very positional game, and keep tactics to a bare minimum, he will win. If the computer can bust open the game and make it open, then the computer will win.
Who knows though.
Genetic Algorithm... (Score:2)
Am I oversimplifying the situation?
Has anyone tried using a neural network for a chess AI?
Re:Unfair to the program (Score:2)
A true chess master wants the opponent to know his strategy, and how he plans on beating the opponent. Because if you can win and your opponent is helpless to stop you even though he knows how you are going to win, you, truely, dominate the game.
Go, for good reasons (Score:2)
http://www.usgo.org/computer/ [usgo.org]
Re:Why isn't Deep Blue participating? (Score:2)
15 years ago, when Kasparov was just starting out, perhaps. Now, Karpov doesn't stand a chance against Kasparov. According to the FIDE world chess ratings [gmchess.com], he is only 12th on the list!
Re:Always Chess! (Score:2)
Re:Always Chess! (Score:2)
Re:Is your "true" AI improvement really "true"? (Score:2)
Scruffies advocate trying lots of stuff and seeing what works best; a sort of natural selection.
Neats advocate trying to understand the problem on some fundamental level, then implementing a solution
Who will win? Hard to say. Both camps have contributed a lot to AI. Maybe nobody will ever win, and we'll need both "scuffy" and "neat" thinking.
When it comes to "true" AI, I just think that the scruffy approach has taken us far, but now it's hitting a (technological) wall... I think it's time for a dash of "neat"ness now, is all.
Ryan T. Sammartino
Brute force (Score:3)
In other words, we really aren't any closer to understanding how a human chess master thinks.
I don't think we will make any significant gains in "true" AI until we sit down and figure out the principles of human intelligence, rather than trying a) mimicry or b) more silicon.
The analogy presented in most AI textbooks (Russel and Norvig, for example) is that of flight: for a long time man wanted to fly, and built machines with bird-like wings that flapped. Mimicry didn't work. Then they tried making wings that flapped a lot, or really hard. More horsepower didn't work. It wasn't until the principles of flight (Bernoulli's principle) were discovered that we were able to make flying machines.
Ryan T. Sammartino
Re:Why isn't Deep Blue participating? (Score:2)
IBM was never very serious about maintaining Deep Blue on the world chess circuit. All they ever cared about was beating the World Champion for a one-time publicity stunt. It is very unfortunate that Kasparov agreed to the rather unfair terms they proposed, because many people still think that Kasparov was a better player than IBM's box.
Now, of course, they refuse rematches, since they can only lose their reputation.
Anyhow, Deep Blue is a Kasparov-killing machine, not a general chess-playing machine. It was tuned to Kasparov's game and no-one else's. Probably someone like Karpov would have beaten Deeper Blue hands down, since he was nearly as good as Kasparov but the machine wasn't built specifically to defeat him.
I wonder what type of machines the software in this contest runs on--IIRC Deeper Blue was custom chess-playing hardware!
Re:do they webcast? (Score:2)
This wheel is already invented. freechess.org [freechess.org] has enabled (human|computer) vs (human|computer) chess over the internet since 1995. Their now commercial parent chessclub.com [chessclub.com] started in 1992. They sometimes have tournaments for homemade chess programs. Tim Mann's [tim-mann.org] XBoard/Zippy is a nice stable client if you want a GUI for your brainchild; RoboFICS is good if you don't.
Someone on freechess.org usually sets up a mirror game for people to observe when there's a human championship. Maybe they'll do the same for the computer championship.