Deep Blue Versus Garry Kasparov
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Deep Blue Versus Garry Kasparov
Deep Blue versus Garry Kasparov was a pair of six-game chess matches between the world chess champion Garry Kasparov and an IBM supercomputer called Deep Blue. The first match was played in Philadelphia in 1996 and won by Kasparov by 4–2. A rematch was played in New York City in 1997 and won by Deep Blue by 3½–2½. The second match was the first defeat of a reigning world chess champion by a computer under tournament conditions, and was the subject of a documentary film, '' Game Over: Kasparov and the Machine''. Symbolic significance Deep Blue's win was seen as symbolically significant, a sign that artificial intelligence was catching up to human intelligence, and could defeat one of humanity's great intellectual champions. Later analysis tended to play down Kasparov's loss as a result of uncharacteristically bad play on Kasparov's part, and play down the intellectual value of chess as a game that can be defeated by brute force. In December 2016, discussing the match in ...
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Philadelphia, Pennsylvania
Philadelphia, often called Philly, is the largest city in the Commonwealth of Pennsylvania, the sixth-largest city in the U.S., the second-largest city in both the Northeast megalopolis and Mid-Atlantic regions after New York City. Since 1854, the city has been coextensive with Philadelphia County, the most populous county in Pennsylvania and the urban core of the Delaware Valley, the nation's seventh-largest and one of world's largest metropolitan regions, with 6.245 million residents . The city's population at the 2020 census was 1,603,797, and over 56 million people live within of Philadelphia. Philadelphia was founded in 1682 by William Penn, an English Quaker. The city served as capital of the Pennsylvania Colony during the British colonial era and went on to play a historic and vital role as the central meeting place for the nation's founding fathers whose plans and actions in Philadelphia ultimately inspired the American Revolution and the nation's inde ...
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AlphaGo
AlphaGo is a computer program that plays the board game Go (game), Go. It was developed by DeepMind Technologies a subsidiary of Google (now Alphabet Inc.). Subsequent versions of AlphaGo became increasingly powerful, including a version that competed under the name AlphaGo Master, Master. After retiring from competitive play, AlphaGo Master was succeeded by an even more powerful version known as AlphaGo Zero, which was completely Self-play (reinforcement learning technique), self-taught without learning from human games. AlphaGo Zero was then generalized into a program known as AlphaZero, which played additional games, including chess and shogi. AlphaZero has in turn been succeeded by a program known as MuZero which learns without being taught the rules. AlphaGo and its successors use a Monte Carlo tree search algorithm to find its moves based on knowledge previously acquired by machine learning, specifically by an artificial neural network (a deep learning method) by extensi ...
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Transposition (chess)
In chess, a transposition is a sequence of moves that results in a position which may also be reached by another, more common sequence of moves. Transpositions are particularly common in the opening, where a given position may be reached by different sequences of moves. Players sometimes use transpositions deliberately, to avoid variations they dislike, lure opponents into unfamiliar or uncomfortable territory or simply to worry opponents. See review at In chess the verb "transpose" means to shift the game onto a different opening track from which it started. Transposition tables are an essential part of a computer chess program. Transpositions exist in other abstract strategy games such as shogi, Go, tic-tac-toe and Hex. Examples Positions reached by different routes For instance, the first position can be obtained from the Queen's Gambit: :1. d4 d5 :2. c4 e6 :3. Nc3 Nf6 But this position can also be reached from the English Opening: :1. c4 e6 :2. Nc3 Nf6 :3. d4 d5 so ...
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Chessgames
Chessgames.com is an Internet chess community with over 224,000 members. The site maintains a large database of chess games, where each game has its own discussion page for comments and analysis. Limited primarily to games where at least one player is of master strength, the database begins with the earliest known recorded games and is updated with games from current top-level tournaments. Basic membership is free, and the site is open to players at all levels of ability, with additional features available for Premium members. While the primary purpose of Chessgames.com is to provide an outlet for chess discussion and analysis, consultation games are periodically organized with teams of members playing either other teams of members or very strong masters, including a former US champion and two former world correspondence champions. Members can maintain their own discussion pages, and there are features to assist study of openings, endgames and sacrifices. The front page also feat ...
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Encyclopaedia Of Chess Openings
The ''Encyclopaedia of Chess Openings'' () is a reference work describing the state of opening theory in chess, originally published in five volumes from 1974 to 1979 by the Serbian company Šahovski Informator (Chess Informant). It is currently undergoing its fifth edition. ''ECO'' may also refer to the opening classification system used by the encyclopedia. Overview Both ''ECO'' and ''Chess Informant'' are published by the Belgrade-based company Šahovski Informator. The moves are taken from thousands of master games and from published analysis in ''Informant'' and compiled by the editors, most of whom are grandmasters, who select the lines which they consider most relevant or critical. The chief editor since the first edition has been Aleksandar Matanović. The openings are provided in an ''ECO'' table that concisely presents the opening lines considered most critical by the editors. ''ECO'' covers the openings in more detail than rival single volume publications such as ...
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Time Control
A time control is a mechanism in the tournament play of almost all two-player board games so that each round of the match can finish in a timely way and the tournament can proceed. Time controls are typically enforced by means of a game clock, where the times below are given per player. Time pressure (or time trouble or ''Zeitnot'') is the situation of having very little time on a player's clock to complete their remaining moves. Classification The amount of time given to each player to complete their moves will vary from game to game. However, most games tend to change the classification of tournaments according to the length of time given to the players. In chess, the categories of short time limits are: "bullet", "blitz", and "rapid". "Bullet" games are the fastest, with either a very short time limit per move (such as ten seconds) or a very short total time (such as one or two minutes). "Blitz" games typically give five to ten minutes per player, and "rapid" games give bet ...
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World Chess Championship
The World Chess Championship is played to determine the world champion in chess. The current world champion is Magnus Carlsen of Norway, who has held the title since 2013. The first event recognized as a world championship was the World Chess Championship 1886, 1886 match between the two leading players in the world, Wilhelm Steinitz and Johannes Zukertort. Steinitz won, becoming the first world champion. From 1886 to 1946, the champion set the terms, requiring any challenger to raise a sizable stake and defeat the champion in a match in order to become the new world champion. Following the death of reigning world champion Alexander Alekhine in 1946, FIDE (the International Chess Federation) took over administration of the World Championship, beginning with the World Chess Championship 1948, 1948 World Championship tournament. From 1948 to 1993, FIDE organized a set of tournaments to choose a new challenger every three years. World Chess Championship 1993, In 1993, reigning cha ...
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Sicilian Defence, Alapin Variation
In chess, the Sicilian Defence, Alapin Variation is a response to the Sicilian Defence characterised by the moves: :1. e4 c5 :2. c3 It is named after the Russian master Semyon Alapin (1856–1923). For many years, it was not held in high regard, since 2...d5 was thought to allow Black easy . Today, the Alapin is considered to be one of the most and respectable , and it is championed by grandmasters such as Evgeny Sveshnikov, Eduardas Rozentalis, Sergei Tiviakov, Duško Pavasovič, and Dražen Sermek. It has been played by World Champions Viswanathan Anand, Garry Kasparov, Anatoly Karpov, Veselin Topalov, and Vladimir Kramnik, and Deep Blue played the Alapin Variation against Kasparov in their 1996 match. The Alapin is also seen in deferred form, particularly when Black chooses an unusual second move after 2.Nf3. For example, after 2.Nf3 a6 or 2.Nf3 Qc7, 3.c3 is often seen, since neither ...a6 nor ...Qc7 are particularly useful moves against the Alapin. Main variations 2 ...
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Draw By Agreement
A game of chess can end in a draw by agreement. A player may offer a draw at any stage of a game; if the opponent accepts, the game is a draw. In some competitions, draws by agreement are restricted; for example draw offers may be subject to the discretion of the arbiter, or may be forbidden before move 30, or even forbidden altogether. The majority of draws in chess are by agreement. Under FIDE rules, a draw should be offered after making the move and before pressing the game clock, then marked in the scoresheet as ''(=)''. However, draw offers made at any time are valid. If a player offers a draw before making a move, the opponent has the option of requesting a move before deciding whether or not to accept the offer. Once made, a draw offer cannot be retracted and is valid until rejected. A player may offer a draw by asking, "Would you like a draw?", or similar; the French word ''remis'' (literally "reset") is internationally understood as a draw offer and may be used if the pl ...
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Reinforcement Learning
Reinforcement learning (RL) is an area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input/output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected. Instead the focus is on finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge). The environment is typically stated in the form of a Markov decision process (MDP), because many reinforcement learning algorithms for this context use dynamic programming techniques. The main difference between the classical dynamic programming methods and reinforcement learning algorithms is that the latter do not assume knowledge of an exact mathematica ...
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Neural Network
A neural network is a network or circuit of biological neurons, or, in a modern sense, an artificial neural network, composed of artificial neurons or nodes. Thus, a neural network is either a biological neural network, made up of biological neurons, or an artificial neural network, used for solving artificial intelligence (AI) problems. The connections of the biological neuron are modeled in artificial neural networks as weights between nodes. A positive weight reflects an excitatory connection, while negative values mean inhibitory connections. All inputs are modified by a weight and summed. This activity is referred to as a linear combination. Finally, an activation function controls the amplitude of the output. For example, an acceptable range of output is usually between 0 and 1, or it could be −1 and 1. These artificial networks may be used for predictive modeling, adaptive control and applications where they can be trained via a dataset. Self-learning resulting from e ...
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