Computer Chess
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Computer chess includes both hardware (dedicated computers) and
software Software is a set of computer programs and associated software documentation, documentation and data (computing), data. This is in contrast to Computer hardware, hardware, from which the system is built and which actually performs the work. ...
capable of playing
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
. Computer chess provides opportunities for players to practice even in the absence of human opponents, and also provides opportunities for analysis, entertainment and training. Computer chess applications that play at the level of a chess master or higher are available on hardware from supercomputers to
smart phone A smartphone is a portable computer device that combines mobile telephone and computing functions into one unit. They are distinguished from feature phones by their stronger hardware capabilities and extensive mobile operating systems, which ...
s. Standalone chess-playing machines are also available. Stockfish,
GNU Chess GNU Chess is a free software chess engine and command-line interface chessboard. The goal of GNU Chess is to serve as a basis for research, and as such it has been used in numerous contexts. GNU Chess is free software, licensed under the terms ...
,
Fruit In botany, a fruit is the seed-bearing structure in flowering plants that is formed from the ovary after flowering. Fruits are the means by which flowering plants (also known as angiosperms) disseminate their seeds. Edible fruits in particu ...
, and other free open source applications are available for various platforms. Computer chess applications, whether implemented in hardware or software, utilize different strategies than humans to choose their moves: they use heuristic methods to build, search and evaluate
tree In botany, a tree is a perennial plant with an elongated stem, or trunk, usually supporting branches and leaves. In some usages, the definition of a tree may be narrower, including only woody plants with secondary growth, plants that are ...
s representing sequences of moves from the current position and attempt to execute the best such sequence during play. Such trees are typically quite large, thousands to millions of nodes. The computational speed of modern computers, capable of processing tens of thousands to hundreds of thousands of nodes or more per second, along with extension and reduction heuristics that narrow the tree to mostly relevant nodes, make such an approach effective. The first chess machines capable of playing chess or reduced chess-like games were software programs running on digital computers early in the
vacuum-tube computer A vacuum-tube computer, now termed a first-generation computer, is a computer that uses vacuum tubes for logic circuitry. Although superseded by second-generation transistorized computers, vacuum-tube computers continued to be built into the 196 ...
age (1950s). The early programs played so poorly that even a beginner could defeat them. Within 40 years, in 1997,
chess engine In computer chess, a chess engine is a computer program that analyzes chess or chess variant positions, and generates a move or list of moves that it regards as strongest. A chess engine is usually a back end with a command-line interface wit ...
s running on super-computers or specialized hardware were capable of defeating even the best human players. By 2006, programs running on desktop PCs had attained the same capability. In 2006, Monroe Newborn, Professor of Computer Science at
McGill University McGill University (french: link=no, Université McGill) is an English-language public research university located in Montreal, Quebec, Canada. Founded in 1821 by royal charter granted by King George IV,Frost, Stanley Brice. ''McGill Universit ...
, declared: "the science has been done". Nevertheless,
solving chess Solving chess means finding an optimal strategy for the game of chess, that is, one by which one of the players ( White or Black) can always force a victory, or either can force a draw (see solved game). It also means more generally solving ''chess ...
is not currently possible for modern computers due to the game's extremely large number of possible variations. Computer chess was once considered the "
Drosophila ''Drosophila'' () is a genus of flies, belonging to the family Drosophilidae, whose members are often called "small fruit flies" or (less frequently) pomace flies, vinegar flies, or wine flies, a reference to the characteristic of many speci ...
of AI", the edge of
knowledge engineering Knowledge engineering (KE) refers to all technical, scientific and social aspects involved in building, maintaining and using knowledge-based systems. Background Expert systems One of the first examples of an expert system was MYCIN, an appli ...
. The field is now considered a scientifically completed paradigm, and playing chess is a mundane computing activity.


Availability and playing strength

Chess machines/programs are available in several different forms: stand-alone chess machines (usually a microprocessor running a software chess program, but sometimes as a specialized hardware machine), software programs running on standard PCs, web sites, and apps for mobile devices. Programs run on everything from super-computers to smartphones. Hardware requirements for programs are minimal; the apps are no larger than a few megabytes on disk, use a few megabytes of memory (but can use much more, if it is available), and any processor 300Mhz or faster is sufficient. Performance will vary modestly with processor speed, but sufficient memory to hold a large
transposition table {{no footnotes, date=November 2017 A transposition table is a cache of previously seen positions, and associated evaluations, in a game tree generated by a computer game playing program. If a position recurs via a different sequence of moves, the ...
(up to several gigabytes or more) is more important to playing strength than processor speed. Most available commercial chess programs and machines can play at super-grandmaster strength (Elo 2700 or more), and take advantage of multi-core and hyperthreaded computer CPU architectures. Top programs such as Stockfish have surpassed even world champion caliber players. Most chess programs comprise a chess engine connected to a GUI, such as
Winboard XBoard is a graphical user interface chessboard for chess engines under the X Window System. It is developed and maintained as free software by the GNU project. WinBoard is a port of XBoard to run natively on Microsoft Windows. Overview Original ...
or Chessbase. Playing strength, time controls, and other performance-related settings are adjustable from the GUI. Most GUIs also allow the player to set up and to edit positions, to reverse moves, to offer and to accept draws (and resign), to request and to receive move recommendations, and to show the engine's analysis as the game progresses. There are a few
chess engine In computer chess, a chess engine is a computer program that analyzes chess or chess variant positions, and generates a move or list of moves that it regards as strongest. A chess engine is usually a back end with a command-line interface wit ...
s such as Sargon,
IPPOLIT IPPOLIT is an open-source chess program released by authors using pseudonyms, Yakov Petrovich Golyadkin, Igor Igorovich Igoronov, Roberto Pescatore, Yusuf Ralf Weisskopf, Ivan Skavinsky Skavar, and Decembrists. The program is a console applicat ...
, Stockfish,
Crafty Crafty is a chess program written by UAB professor Dr. Robert Hyatt, with continual development and assistance from Michael Byrne, Tracy Riegle, and Peter Skinner. It is directly derived from Cray Blitz, winner of the 1983 and 1986 World Compu ...
,
Fruit In botany, a fruit is the seed-bearing structure in flowering plants that is formed from the ovary after flowering. Fruits are the means by which flowering plants (also known as angiosperms) disseminate their seeds. Edible fruits in particu ...
,
Leela Chess Zero Leela Chess Zero (abbreviated as LCZero, lc0) is a Free and open-source software, free, open-source, and deep neural network–based chess engine and volunteer computing project. Development has been spearheaded by programmer Gary Linscott, who ...
and
GNU Chess GNU Chess is a free software chess engine and command-line interface chessboard. The goal of GNU Chess is to serve as a basis for research, and as such it has been used in numerous contexts. GNU Chess is free software, licensed under the terms ...
which can be downloaded (or source code otherwise obtained) from the
Internet The Internet (or internet) is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a '' network of networks'' that consists of private, pub ...
free of charge.


Types and features of chess software

Perhaps the most common type of chess software are programs that simply play chess. A human player makes a move on the board, the AI calculates and plays a subsequent move, and the human and AI alternate turns until the game ends. The
chess engine In computer chess, a chess engine is a computer program that analyzes chess or chess variant positions, and generates a move or list of moves that it regards as strongest. A chess engine is usually a back end with a command-line interface wit ...
, which calculates the moves, and the
graphical user interface The GUI ( "UI" by itself is still usually pronounced . or ), graphical user interface, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, inst ...
(GUI) are sometimes separate programs. Different engines can be connected to the GUI, permitting play against different styles of opponent. Engines often have a simple text command-line interface, while GUIs may offer a variety of piece sets, board styles, or even 3D or animated pieces. Because recent engines are so capable, engines or GUIs may offer some way of handicapping the engine's ability, to improve the odds for a win by the human player.
Universal Chess Interface The Universal Chess Interface (UCI) is an open communication protocol that enables chess engines to communicate with user interfaces. History In November 2000, the UCI protocol was released. Designed by Rudolf Huber and Stefan Meyer-Kahlen, the au ...
(UCI) engines such
Fritz Fritz originated as a German nickname for Friedrich, or Frederick (''Der Alte Fritz'', and ''Stary Fryc'' were common nicknames for King Frederick II of Prussia and Frederick III, German Emperor) as well as for similar names including Fridolin a ...
or Rybka may have a built in mechanism for reducing the Elo rating of the engine (via UCI's uci_limitstrength and uci_elo parameters). Some versions of
Fritz Fritz originated as a German nickname for Friedrich, or Frederick (''Der Alte Fritz'', and ''Stary Fryc'' were common nicknames for King Frederick II of Prussia and Frederick III, German Emperor) as well as for similar names including Fridolin a ...
have a Handicap and Fun mode for limiting the current engine or changing the percentage of mistakes it makes or changing its style.
Fritz Fritz originated as a German nickname for Friedrich, or Frederick (''Der Alte Fritz'', and ''Stary Fryc'' were common nicknames for King Frederick II of Prussia and Frederick III, German Emperor) as well as for similar names including Fridolin a ...
also has a Friend Mode where during the game it tries to match the level of the player. Chess databases allow users to search through a large library of historical games, analyze them, check statistics, and formulate an opening repertoire. Chessbase (for PC) is a common program for these purposes amongst professional players, but there are alternatives such as
Shane's Chess Information Database Shane's Chess Information Database (Scid) is a free and open source UNIX, Windows, Linux, and Mac application for viewing and maintaining large databases of chess games. It has features comparable to popular commercial chess software. Scid is ...
(Scid) for Windows, Mac or Linux,
Chess Assistant Chess Assistant is a commercial database program produced by Convekta, Ltd. The company started in Russia, but also has offices in England and the United States. The software is a management tool for organising chess information (databases of mill ...
for PC, Gerhard Kalab's Chess PGN Master for Android or Giordano Vicoli's Chess-Studio for iOS. Programs such as
Playchess Playchess is a commercial Internet chess server managed by ChessBase devoted to the play and discussion of chess and chess variants. As of February 2011, Playchess has over 31,000 players online, including many internationally titled players who ...
allow you to play games against other players over the internet. Chess training programs teach chess.
Chessmaster ''Chessmaster'' is a chess-playing computer game series, which is owned and developed by Ubisoft. It is the best-selling chess franchise in history, with more than five million units sold . Timeline *1986: '' The Chessmaster 2000''. First publ ...
had playthrough tutorials by IM
Josh Waitzkin Joshua Waitzkin (born December 4, 1976) is an American former chess player, martial arts competitor, and author. As a child, he was recognized as a prodigy, and won the U.S. Junior Chess championship in 1993 and 1994. The film ''Searching for B ...
and GM
Larry Christiansen Larry Mark Christiansen (born June 27, 1956) is an American chess player of Danish ancestry. He was awarded the title Grandmaster by FIDE in 1977. Christiansen was the U.S. champion in 1980, 1983, and 2002. He competed in the FIDE World Champ ...
.
Stefan Meyer-Kahlen Stefan Meyer-Kahlen (born 1968, in Düsseldorf) is a German programmer of the computer chess program '' Shredder''. , his program had won 18 titles as World Computer Chess Champion. Four of the titles were blitz championships, and one was a Ch ...
offers Shredder Chess Tutor based on the Step coursebooks of Rob Brunia and Cor Van Wijgerden. World champions
Magnus Carlsen Sven Magnus Øen Carlsen (born 30 November 1990) is a Norwegian chess grandmaster who is the reigning five-time World Chess Champion. He is also a three-time World Rapid Chess Champion and five-time World Blitz Chess Champion. Carlsen has h ...
's Play Magnus company released a Magnus Trainer app for Android and iOS. Chessbase has
Fritz and Chesster ''Fritz and Chesster'' (german: Fritz und Fertig) is a series of educational programs about chess for children. In each of the four PC games, Fritz White and his cousin Bianca learn chess with the help of the anthropomorphic rat Chesster. In the f ...
for children. Convekta provides a large number of training apps such as CT-ART and its Chess King line based on tutorials by GM Alexander Kalinin and Maxim Blokh. There is also software for handling chess problems.


Computers versus humans

After discovering refutation screening—the application of
alpha–beta pruning Alpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its search tree. It is an adversarial search algorithm used commonly for machine playing of two-player games ...
to optimizing move evaluation—in 1957, a team at Carnegie Mellon University predicted that a computer would defeat the world human champion by 1967. It did not anticipate the difficulty of determining the right order to evaluate moves. Researchers worked to improve programs' ability to identify
killer heuristic In competitive two-player games, the killer heuristic is a move-ordering method based on the observation that a strong move or small set of such moves in a particular position may be equally strong in similar positions at the same move (ply) in t ...
s, unusually high-scoring moves to reexamine when evaluating other branches, but into the 1970s most top chess players believed that computers would not soon be able to play at a
Master Master or masters may refer to: Ranks or titles * Ascended master, a term used in the Theosophical religious tradition to refer to spiritually enlightened beings who in past incarnations were ordinary humans *Grandmaster (chess), National Master ...
level. In 1968 International Master David Levy made a famous bet that no chess computer would be able to beat him within ten years, and in 1976
Senior Master There are various levels of judiciary in England and Wales—different types of courts have different styles of judges. They also form a strict hierarchy of importance, in line with the order of the courts in which they sit, so that judges ...
and professor of psychology
Eliot Hearst } Eliot S. Hearst (July 7, 1932 – January 20, 2018) was an American psychologist and professional chess player known for his writings on blindfold chess. Biography Hearst was born in New York City on July 7, 1932, and earned his B.A. in psych ...
of
Indiana University Indiana University (IU) is a system of public universities in the U.S. state of Indiana. Campuses Indiana University has two core campuses, five regional campuses, and two regional centers under the administration of IUPUI. *Indiana Universi ...
wrote that "the only way a current computer program could ever win a single game against a master player would be for the master, perhaps in a drunken stupor while playing 50 games simultaneously, to commit some once-in-a-year blunder". In the late 1970s chess programs suddenly began defeating highly skilled human players. The year of Hearst's statement,
Northwestern University Northwestern University is a private research university in Evanston, Illinois. Founded in 1851, Northwestern is the oldest chartered university in Illinois and is ranked among the most prestigious academic institutions in the world. Charte ...
's Chess 4.5 at the
Paul Masson Paul Masson (1859 – October 22, 1940) was an early pioneer of California viticulture known for his brand of Californian sparkling wine. Biography Masson emigrated from the Burgundy region of France in 1878 (at the age of 19) to Californ ...
American Chess Championship's Class B level became the first to win a human tournament. Levy won his bet in 1978 by beating
Chess 4.7 Chess was a pioneering chess program from the 1970s, written by Larry Atkin, David Slate and Keith Gorlen at Northwestern University. Chess ran on Control Data Corporation's line of supercomputers. Work on the program began in 1968 while the a ...
, but it achieved the first computer victory against a Master-class player at the tournament level by winning one of the six games. In 1980 Belle began often defeating Masters. By 1982 two programs played at Master level and three were slightly weaker. The sudden improvement without a theoretical breakthrough was unexpected, as many did not expect that Belle's ability to examine 100,000 positions a second—about eight plies—would be sufficient. The Spracklens, creators of the successful microcomputer program '' Sargon'', estimated that 90% of the improvement came from faster evaluation speed and only 10% from improved evaluations. ''
New Scientist ''New Scientist'' is a magazine covering all aspects of science and technology. Based in London, it publishes weekly English-language editions in the United Kingdom, the United States and Australia. An editorially separate organisation publish ...
'' stated in 1982 that computers "play ''terrible'' chess ... clumsy, inefficient, diffuse, and just plain ugly", but humans lost to them by making "horrible blunders, astonishing lapses, incomprehensible oversights, gross miscalculations, and the like" much more often than they realized; "in short, computers win primarily through their ability to find and exploit miscalculations in human initiatives". By 1982, microcomputer chess programs could evaluate up to 1,500 moves a second and were as strong as mainframe chess programs of five years earlier, able to defeat a majority of amateur players. While only able to look ahead one or two plies more than at their debut in the mid-1970s, doing so improved their play more than experts expected; seemingly minor improvements "appear to have allowed the crossing of a psychological threshold, after which a rich harvest of human error becomes accessible", ''New Scientist'' wrote. While reviewing ''SPOC'' in 1984, ''
BYTE The byte is a unit of digital information that most commonly consists of eight bits. Historically, the byte was the number of bits used to encode a single character of text in a computer and for this reason it is the smallest addressable uni ...
'' wrote that "Computers—mainframes, minis, and micros—tend to play ugly, inelegant chess", but noted Robert Byrne's statement that "tactically they are freer from error than the average human player". The magazine described ''SPOC'' as a "state-of-the-art chess program" for the IBM PC with a "surprisingly high" level of play, and estimated its USCF rating as 1700 (Class B). At the 1982
North American Computer Chess Championship The North American Computer Chess Championship was a computer chess championship held from 1970 to 1994. It was organised by the Association for Computing Machinery and by Monty Newborn, Professor of Computer Science at McGill University. It was one ...
, Monroe Newborn predicted that a chess program could become world champion within five years; tournament director and International Master
Michael Valvo Michael Valvo (April 19, 1942 in New York – September 18, 2004 in Chanhassen, Minnesota) was an International Master of chess. By 1962, he was one of the top blitz players in the United States. He won the 1963 U.S. Intercollegiate Champio ...
predicted ten years; the Spracklens predicted 15;
Ken Thompson Kenneth Lane Thompson (born February 4, 1943) is an American pioneer of computer science. Thompson worked at Bell Labs for most of his career where he designed and implemented the original Unix operating system. He also invented the B programmi ...
predicted more than 20; and others predicted that it would never happen. The most widely held opinion, however, stated that it would occur around the year 2000. In 1989, Levy was defeated by Deep Thought in an exhibition match. Deep Thought, however, was still considerably below World Championship level, as the reigning world champion,
Garry Kasparov Garry Kimovich Kasparov (born 13 April 1963) is a Russian chess grandmaster, former World Chess Champion, writer, political activist and commentator. His peak rating of 2851, achieved in 1999, was the highest recorded until being surpassed by ...
, demonstrated in two strong wins in 1989. It was not until a 1996 match with IBM's
Deep Blue Deep Blue may refer to: Film * ''Deep Blues: A Musical Pilgrimage to the Crossroads'', a 1992 documentary film about Mississippi Delta blues music * Deep Blue (2001 film), ''Deep Blue'' (2001 film), a film by Dwight H. Little * Deep Blue (2003 ...
that Kasparov lost his first game to a computer at tournament time controls in Deep Blue versus Kasparov, 1996, game 1. This game was, in fact, the first time a reigning world champion had lost to a computer using regular time controls. However, Kasparov regrouped to win three and
draw Draw, drawing, draws, or drawn may refer to: Common uses * Draw (terrain), a terrain feature formed by two parallel ridges or spurs with low ground in between them * Drawing (manufacturing), a process where metal, glass, or plastic or anything ...
two of the remaining five games of the match, for a convincing victory. In May 1997, an updated version of Deep Blue defeated Kasparov 3½–2½ in a return match. A documentary mainly about the confrontation was made in 2003, titled '' Game Over: Kasparov and the Machine''. With increasing processing power and improved evaluation functions, chess programs running on commercially available workstations began to rival top flight players. In 1998, Rebel 10 defeated
Viswanathan Anand Viswanathan "Vishy" Anand (born 11 December 1969) is an Indian chess grandmaster and a former five-time World Chess Champion. He became the first grandmaster from India in 1988, and is one of the few players to have surpassed an Elo rating o ...
, who at the time was ranked second in the world, by a score of 5–3. However, most of those games were not played at normal time controls. Out of the eight games, four were
blitz Blitz, German for "lightning", may refer to: Military uses *Blitzkrieg, blitz campaign, or blitz, a type of military campaign *The Blitz, the German aerial campaign against Britain in the Second World War *, an Imperial German Navy light cruiser b ...
games (five minutes plus five seconds Fischer delay for each move); these Rebel won 3–1. Two were semi-blitz games (fifteen minutes for each side) that Rebel won as well (1½–½). Finally, two games were played as regular tournament games (forty moves in two hours, one hour sudden death); here it was Anand who won ½–1½. In fast games, computers played better than humans, but at classical time controls – at which a player's rating is determined – the advantage was not so clear. In the early 2000s, commercially available programs such as
Junior Junior or Juniors may refer to: Arts and entertainment Music * ''Junior'' (Junior Mance album), 1959 * ''Junior'' (Röyksopp album), 2009 * ''Junior'' (Kaki King album), 2010 * ''Junior'' (LaFontaines album), 2019 Films * ''Junior'' (1994 ...
and
Fritz Fritz originated as a German nickname for Friedrich, or Frederick (''Der Alte Fritz'', and ''Stary Fryc'' were common nicknames for King Frederick II of Prussia and Frederick III, German Emperor) as well as for similar names including Fridolin a ...
were able to draw matches against former world champion Garry Kasparov and classical world champion Vladimir Kramnik. In October 2002, Vladimir Kramnik and Deep Fritz competed in the eight-game Brains in Bahrain match, which ended in a draw. Kramnik won games 2 and 3 by "conventional"
anti-computer tactics Anti-computer tactics are methods used by humans to try to beat computer opponents at various games, most typically board games such as chess and Arimaa. They are most associated with competitions against computer AIs that are playing to their ut ...
– play conservatively for a long-term advantage the computer is not able to see in its game tree search. Fritz, however, won game 5 after a severe blunder by Kramnik. Game 6 was described by the tournament commentators as "spectacular". Kramnik, in a better position in the early middlegame, tried a piece sacrifice to achieve a strong tactical attack, a strategy known to be highly risky against computers who are at their strongest defending against such attacks. True to form, Fritz found a watertight defense and Kramnik's attack petered out leaving him in a bad position. Kramnik resigned the game, believing the position lost. However, post-game human and computer analysis has shown that the Fritz program was unlikely to have been able to force a win and Kramnik effectively sacrificed a drawn position. The final two games were draws. Given the circumstances, most commentators still rate Kramnik the stronger player in the match. In January 2003, Kasparov played
Junior Junior or Juniors may refer to: Arts and entertainment Music * ''Junior'' (Junior Mance album), 1959 * ''Junior'' (Röyksopp album), 2009 * ''Junior'' (Kaki King album), 2010 * ''Junior'' (LaFontaines album), 2019 Films * ''Junior'' (1994 ...
, another chess computer program, in New York City. The match ended 3–3. In November 2003, Kasparov played
X3D Fritz X3D Fritz was a version of the Fritz chess program, which in November 2003 played a four-game human–computer chess match against world number one Grandmaster Garry Kasparov. The match was tied 2–2, with X3D Fritz winning game 2, Kasparov win ...
. The match ended 2–2. In 2005, Hydra, a dedicated chess computer with custom hardware and sixty-four processors and also winner of the 14th IPCCC in 2005, defeated seventh-ranked Michael Adams 5½–½ in a six-game match (though Adams' preparation was far less thorough than Kramnik's for the 2002 series). In November–December 2006, World Champion Vladimir Kramnik played Deep Fritz. This time the computer won; the match ended 2–4. Kramnik was able to view the computer's opening book. In the first five games Kramnik steered the game into a typical "anti-computer" positional contest. He lost one game ( overlooking a mate in one), and drew the next four. In the final game, in an attempt to draw the match, Kramnik played the more aggressive Sicilian Defence and was crushed. There was speculation that interest in human–computer chess competition would plummet as a result of the 2006 Kramnik-Deep Fritz match. According to Newborn, for example, "the science is done". Human–computer chess matches showed the best computer systems overtaking human chess champions in the late 1990s. For the 40 years prior to that, the trend had been that the best machines gained about 40 points per year in the Elo rating while the best humans only gained roughly 2 points per year. The highest rating obtained by a computer in human competition was Deep Thought's USCF rating of 2551 in 1988 and FIDE no longer accepts human–computer results in their rating lists. Specialized machine-only Elo pools have been created for rating machines, but such numbers, while similar in appearance, are not directly compared. In 2016, the
Swedish Chess Computer Association The Swedish Chess Computer Association ( sv, Svenska schackdatorföreningen, SSDF) is an organization that tests computer chess software by playing chess programs against one another and producing a rating list. On September 26, 2008, the list was ...
rated computer program
Komodo Komodo may refer to: Computers * Komodo Edit, a free text editor for dynamic programming languages * Komodo IDE an integrated development environment (IDE) for dynamic programming languages * Komodo (chess), a chess engine People * Komodo ...
at 3361.
Chess engine In computer chess, a chess engine is a computer program that analyzes chess or chess variant positions, and generates a move or list of moves that it regards as strongest. A chess engine is usually a back end with a command-line interface wit ...
s continue to improve. In 2009, chess engines running on slower hardware have reached the grandmaster level. A
mobile phone A mobile phone, cellular phone, cell phone, cellphone, handphone, hand phone or pocket phone, sometimes shortened to simply mobile, cell, or just phone, is a portable telephone that can make and receive calls over a radio frequency link whi ...
won a
category Category, plural categories, may refer to: Philosophy and general uses *Categorization, categories in cognitive science, information science and generally * Category of being * ''Categories'' (Aristotle) * Category (Kant) * Categories (Peirce) ...
6 tournament with a performance rating 2898: chess engine Hiarcs 13 running inside
Pocket Fritz Pocket Fritz is a chess playing program for Pocket PC personal digital assistants (PDAs). Pocket Fritz 1 was released in 2001. The game uses a port of Shredder (chess), Shredder chess engine. Pocket Fritz 2 was released in 2002. In 2006, Pocket Fri ...
4 on the mobile phone
HTC Touch HD The HTC Touch HD, also known as the HTC T828X or its codename the HTC Blackstone, is a Windows Mobile 6.1 Pocket PC designed and manufactured by HTC launched in 2008. Part of the HTC Touch Family, it features a larger, higher-resolution displa ...
won the Copa Mercosur tournament in
Buenos Aires, Argentina Buenos Aires ( or ; ), officially the Autonomous City of Buenos Aires ( es, link=no, Ciudad Autónoma de Buenos Aires), is the capital and primate city of Argentina. The city is located on the western shore of the Río de la Plata, on South ...
with 9 wins and 1 draw on August 4–14, 2009. Pocket Fritz 4 searches fewer than 20,000 positions per second.Stanislav Tsukrov, Pocket Fritz author
Pocket Fritz 4 searches less than 20,000 positions per second.
/ref> This is in contrast to supercomputers such as Deep Blue that searched 200 million positions per second.
Advanced Chess Advanced chess is a form of chess in which each human player uses a computer chess program to explore the possible results of candidate moves. Despite this computer assistance, it is the human player who controls and decides the game. Also called c ...
is a form of chess developed in 1998 by Kasparov where a human plays against another human, and both have access to computers to enhance their strength. The resulting "advanced" player was argued by Kasparov to be stronger than a human or computer alone. This has been proven in numerous occasions, such as at Freestyle Chess events. Players today are inclined to treat chess engines as analysis tools rather than opponents. Chess grandmaster
Andrew Soltis Andrew Eden Soltis (born May 28, 1947) is an American chess grandmaster, author and columnist. He was inducted into the United States Chess Hall of Fame in September 2011. Chess career Soltis learned how the chess pieces moved at age 10 when he ...
stated in 2016 "The computers are just much too good" and that world champion
Magnus Carlsen Sven Magnus Øen Carlsen (born 30 November 1990) is a Norwegian chess grandmaster who is the reigning five-time World Chess Champion. He is also a three-time World Rapid Chess Champion and five-time World Blitz Chess Champion. Carlsen has h ...
won't play computer chess because "he just loses all the time and there's nothing more depressing than losing without even being in the game."


Computer methods

Since the era of mechanical machines that played rook and king endings and electrical machines that played other games like hex in the early years of the 20th century, scientists and theoreticians have sought to develop a procedural representation of how humans learn, remember, think and apply knowledge, and the game of chess, because of its daunting complexity, became the "
Drosophila ''Drosophila'' () is a genus of flies, belonging to the family Drosophilidae, whose members are often called "small fruit flies" or (less frequently) pomace flies, vinegar flies, or wine flies, a reference to the characteristic of many speci ...
of artificial intelligence (AI)". The procedural resolution of complexity became synonymous with thinking, and early computers, even before the chess automaton era, were popularly referred to as "electronic brains". Several different schema were devised starting in the latter half of the 20th century to represent knowledge and thinking, as applied to playing the game of chess (and other games like checkers): * search based (brute force vs selective search) ** Search in search based schema ( minimax/ alpha-beta,
Monte Carlo tree search In computer science, Monte Carlo tree search (MCTS) is a heuristic search algorithm for some kinds of decision processes, most notably those employed in software that plays board games. In that context MCTS is used to solve the game tree. MCT ...
) ** Evaluations in search based schema (
machine learning Machine learning (ML) is a field of inquiry devoted to understanding and building methods that 'learn', that is, methods that leverage data to improve performance on some set of tasks. It is seen as a part of artificial intelligence. Machine ...
, neural networks,
texel Texel (; Texels dialect: ) is a municipality and an island with a population of 13,643 in North Holland, Netherlands. It is the largest and most populated island of the West Frisian Islands in the Wadden Sea. The island is situated north of Den ...
tuning, genetic algorithms,
gradient descent In mathematics, gradient descent (also often called steepest descent) is a first-order iterative optimization algorithm for finding a local minimum of a differentiable function. The idea is to take repeated steps in the opposite direction of the ...
,
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 ...
) * knowledge based (PARADISE, endgame tablebases) Using "ends-and-means" heuristics a human chess player can intuitively determine optimal outcomes and how to achieve them regardless of the number of moves necessary, but a computer must be systematic in its analysis. Most players agree that looking at least five moves ahead (ten plies) when necessary is required to play well. Normal tournament rules give each player an average of three minutes per move. On average there are more than 30 legal moves per chess position, so a computer must examine a quadrillion possibilities to look ahead ten plies (five full moves); one that could examine a million positions a second would require more than 30 years. The earliest attempts at procedural representations of playing chess predated the digital electronic age, but it was the stored program digital computer that gave scope to calculating such complexity. Claude Shannon, in 1949, laid out the principles of algorithmic solution of chess. In that paper, the game is represented by a "tree", or digital data structure of choices (branches) corresponding to moves. The nodes of the tree were positions on the board resulting from the choices of move. The impossibility of representing an entire game of chess by constructing a tree from first move to last was immediately apparent: there are an average of 36 moves per position in chess and an average game lasts about 35 moves to resignation (60-80 moves if played to checkmate, stalemate, or other draw). There are 400 positions possible after the first move by each player, about 200,000 after two moves each, and nearly 120 million after just 3 moves each. So a limited lookahead (search) to some depth, followed by using domain-specific knowledge to evaluate the resulting terminal positions was proposed. A kind of middle-ground position, given good moves by both sides, would result, and its evaluation would inform the player about the goodness or badness of the moves chosen. Searching and comparing operations on the tree were well suited to computer calculation; the representation of subtle chess knowledge in the evaluation function was not. The early chess programs suffered in both areas: searching the vast tree required computational resources far beyond those available, and what chess knowledge was useful and how it was to be encoded would take decades to discover. The developers of a chess-playing computer system must decide on a number of fundamental implementation issues. These include: *
Graphical user interface The GUI ( "UI" by itself is still usually pronounced . or ), graphical user interface, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, inst ...
(GUI) – how moves are entered and communicated to the user, how the game is recorded, how the time controls are set, and other interface considerations * Board representation – how a single position is represented in data structures; * Search techniques – how to identify the possible moves and select the most promising ones for further examination; * Leaf evaluation – how to evaluate the value of a board position, if no further search will be done from that position.
Adriaan de Groot Adrianus Dingeman (Adriaan) de Groot ( Santpoort, 26 October 1914 – Schiermonnikoog, 14 August 2006) was a Dutch chess master and psychologist, who conducted some of the most famous chess experiments of all time in the 1940s-60. In 1946 h ...
interviewed a number of chess players of varying strengths, and concluded that both masters and beginners look at around forty to fifty positions before deciding which move to play. What makes the former much better players is that they use
pattern recognition Pattern recognition is the automated recognition of patterns and regularities in data. It has applications in statistical data analysis, signal processing, image analysis, information retrieval, bioinformatics, data compression, computer graphics ...
skills built from experience. This enables them to examine some lines in much greater depth than others by simply not considering moves they can assume to be poor. More evidence for this being the case is the way that good human players find it much easier to recall positions from genuine chess games, breaking them down into a small number of recognizable sub-positions, rather than completely random arrangements of the same pieces. In contrast, poor players have the same level of recall for both. The equivalent of this in computer chess are
evaluation function An evaluation function, also known as a heuristic evaluation function or static evaluation function, is a function used by game-playing computer programs to estimate the value or goodness of a position (usually at a leaf or terminal node) in a g ...
s for leaf evaluation, which correspond to the human players' pattern recognition skills, and the use of machine learning techniques in training them, such as Texel tuning, stochastic gradient descent, and
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 ...
, which corresponds to building experience in human players. This allows modern programs to examine some lines in much greater depth than others by using forwards pruning and other selective heuristics to simply not consider moves the program assume to be poor through their evaluation function, in the same way that human players do. The only fundamental difference between a computer program and a human in this sense is that a computer program can search much deeper than a human player could, allowing it to search more nodes and bypass the
horizon effect The horizon effect, also known as the horizon problem, is a problem in artificial intelligence whereby, in many games, the number of possible states or positions is immense and computers can only feasibly search a small portion of them, typically ...
to a much greater extent than is possible with human players.


Graphical user interface

Computer chess programs usually support a number of common ''de facto'' standards. Nearly all of today's programs can read and write game moves as
Portable Game Notation Portable Game Notation (PGN) is a standard plain text format for recording chess games (both the moves and related data), which can be read by humans and is also supported by most chess software. History PGN was devised around 1993, by Steven J. ...
(PGN), and can read and write individual positions as
Forsyth–Edwards Notation Forsyth–Edwards Notation (FEN) is a standard notation for describing a particular board position of a chess game. The purpose of FEN is to provide all the necessary information to restart a game from a particular position. FEN is based on a sys ...
(FEN). Older chess programs often only understood long algebraic notation, but today users expect chess programs to understand standard
algebraic chess notation Algebraic notation (or AN) is the standard method for recording and describing the moves in a game of chess. It is based on a system of coordinates to uniquely identify each square on the chessboard. It is used by most books, magazines, and news ...
. Starting in the late 1990s, programmers began to develop separately ''engines'' (with a command-line interface which calculates which moves are strongest in a position) or a ''
graphical user interface The GUI ( "UI" by itself is still usually pronounced . or ), graphical user interface, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, inst ...
'' (GUI) which provides the player with a chessboard they can see, and pieces that can be moved. Engines communicate their moves to the GUI using a protocol such as the Chess Engine Communication Protocol (CECP) or
Universal Chess Interface The Universal Chess Interface (UCI) is an open communication protocol that enables chess engines to communicate with user interfaces. History In November 2000, the UCI protocol was released. Designed by Rudolf Huber and Stefan Meyer-Kahlen, the au ...
(UCI). By dividing chess programs into these two pieces, developers can write only the user interface, or only the engine, without needing to write both parts of the program. (See also
chess engine In computer chess, a chess engine is a computer program that analyzes chess or chess variant positions, and generates a move or list of moves that it regards as strongest. A chess engine is usually a back end with a command-line interface wit ...
.) Developers have to decide whether to connect the engine to an opening book and/or endgame
tablebase An endgame tablebase is a computerized database that contains precalculated exhaustive analysis of chess endgame positions. It is typically used by a computer chess engine during play, or by a human or computer that is retrospectively analysin ...
s or leave this to the GUI.


Board representations

The data structure used to represent each chess position is key to the performance of move generation and position evaluation. Methods include pieces stored in an array ("mailbox" and "0x88"), piece positions stored in a list ("piece list"), collections of bit-sets for piece locations ("
bitboard A bitboard is a specialized bit array data structure commonly used in computer systems that play board games, where each bit corresponds to a game board space or piece. This allows parallel bitwise operations to set or query the game state, or de ...
s"), and huffman coded positions for compact long-term storage.


Search techniques

Computer chess programs consider chess moves as a
game tree In the context of Combinatorial game theory, which typically studies sequential games with perfect information, a game tree is a graph representing all possible game states within such a game. Such games include well-known ones such as chess, ch ...
. In theory, they examine all moves, then all counter-moves to those moves, then all moves countering them, and so on, where each individual move by one player is called a "
ply Ply, Pli, Plies or Plying may refer to: Common uses * Ply (layer), typically of paper or wood ** Plywood, made of layers of wood ** Tire ply, a layer of cords embedded in the rubber of a tire Places * Plymouth railway station, England, station ...
". This evaluation continues until a certain maximum search depth or the program determines that a final "leaf" position has been reached (e.g. checkmate).


Minimax search

One particular type of search algorithm used in computer chess are minimax search algorithms, where at each ply the "best" move by the player is selected; one player is trying to maximize the score, the other to minimize it. By this alternating process, one particular terminal node whose evaluation represents the searched value of the position will be arrived at. Its value is backed up to the root, and that evaluation becomes the valuation of the position on the board. This search process is called minimax. A naive implementation of the minimax algorithm can only search to a small depth in a practical amount of time, so various methods have been devised to greatly speed the search for good moves.
Alpha–beta pruning Alpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its search tree. It is an adversarial search algorithm used commonly for machine playing of two-player games ...
, a system of defining upper and lower bounds on possible search results and searching until the bounds coincided, is typically used to reduce the search space of the program. In addition, various selective search heuristics, such as
quiescence search Quiescence search is an algorithm typically used to extend search at unstable nodes in minimax game trees in game-playing computer programs. It is an extension of the evaluation function to defer evaluation until the position is stable enough ...
, forward pruning, search extensions and search reductions, are also used as well. These heuristics are triggered based on certain conditions in an attempt to weed out obviously bad moves (history moves) or to investigate interesting nodes (e.g. check extensions,
passed pawn In chess, a passed pawn is a pawn with no opposing pawns to prevent it from advancing to the eighth ; i.e. there are no opposing pawns in front of it on either the same or adjacent files. A passed pawn is sometimes colloquially called a ''pas ...
s on seventh
rank Rank is the relative position, value, worth, complexity, power, importance, authority, level, etc. of a person or object within a ranking, such as: Level or position in a hierarchical organization * Academic rank * Diplomatic rank * Hierarchy * ...
, etc.). These selective search heuristics have to be used very carefully however. Over extend and the program wastes too much time looking at uninteresting positions. If too much is pruned or reduced, there is a risk cutting out interesting nodes.


Monte Carlo tree search

Monte Carlo tree search (MCTS) is a heuristic search algorithm which expands the search tree based on random sampling of the search space. A version of Monte Carlo tree search commonly used in computer chess is PUCT, Predictor and Upper Confidence bounds applied to Trees. DeepMind's
AlphaZero AlphaZero is a computer program developed by artificial intelligence research company DeepMind to master the games of chess, shogi and go. This algorithm uses an approach similar to AlphaGo Zero. On December 5, 2017, the DeepMind team re ...
and
Leela Chess Zero Leela Chess Zero (abbreviated as LCZero, lc0) is a Free and open-source software, free, open-source, and deep neural network–based chess engine and volunteer computing project. Development has been spearheaded by programmer Gary Linscott, who ...
uses MCTS instead of minimax. Such engines use batching on
graphics processing units A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mob ...
in order to calculate their
evaluation function An evaluation function, also known as a heuristic evaluation function or static evaluation function, is a function used by game-playing computer programs to estimate the value or goodness of a position (usually at a leaf or terminal node) in a g ...
s and policy (move selection), and therefore require a
parallel Parallel is a geometric term of location which may refer to: Computing * Parallel algorithm * Parallel computing * Parallel metaheuristic * Parallel (software), a UNIX utility for running programs in parallel * Parallel Sysplex, a cluster of ...
search algorithm as calculations on the GPU are inherently parallel. The minimax and alpha-beta pruning algorithms used in computer chess are inherently serial algorithms, so would not work well with batching on the GPU. On the other hand, MCTS is a good alternative, because the random sampling used in Monte Carlo tree search lends itself well to parallel computing, and is why nearly all engines which support calculations on the GPU use MCTS instead of alpha-beta.


Other optimizations

Many other optimizations can be used to make chess-playing programs stronger. For example,
transposition table {{no footnotes, date=November 2017 A transposition table is a cache of previously seen positions, and associated evaluations, in a game tree generated by a computer game playing program. If a position recurs via a different sequence of moves, the ...
s are used to record positions that have been previously evaluated, to save recalculation of them.
Refutation table {{no footnotes, date=November 2017 A transposition table is a cache of previously seen positions, and associated evaluations, in a game tree generated by a computer game playing program. If a position recurs via a different sequence of moves, the ...
s record key moves that "refute" what appears to be a good move; these are typically tried first in variant positions (since a move that refutes one position is likely to refute another). The drawback is that transposition tables at deep ply depths can get quite large – tens to hundreds of millions of entries. IBM's Deep Blue transposition table in 1996, for example was 500 million entries. Transposition tables that are too small can result in spending more time searching for non-existent entries due to threshing than the time saved by entries found. Many chess engines use
pondering In turn-based games, permanent brain (also called pondering) is the act of thinking during the opponent's turn. Chess engines that continue calculating even when it is not their turn to play end up choosing moves that are stronger than if they are ...
, searching to deeper levels on the opponent's time, similar to human beings, to increase their playing strength. Of course, faster hardware and additional memory can improve chess program playing strength. Hyperthreaded architectures can improve performance modestly if the program is running on a single core or a small number of cores. Most modern programs are designed to take advantage of multiple cores to do parallel search. Other programs are designed to run on a general purpose computer and allocate move generation, parallel search, or evaluation to dedicated processors or specialized co-processors.


History

The first paper on search was by
Claude Shannon Claude Elwood Shannon (April 30, 1916 – February 24, 2001) was an American mathematician, electrical engineer, and cryptographer known as a "father of information theory". As a 21-year-old master's degree student at the Massachusetts Inst ...
in 1950. He predicted the two main possible search strategies which would be used, which he labeled "Type A" and "Type B", before anyone had programmed a computer to play chess. Type A programs would use a " brute force" approach, examining every possible position for a fixed number of moves using a pure naive
minimax algorithm Minimax (sometimes MinMax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for ''mini''mizing the possible loss for a worst case (''max''imum loss) scenario. When de ...
. Shannon believed this would be impractical for two reasons. First, with approximately thirty moves possible in a typical real-life position, he expected that searching the approximately 109 positions involved in looking three moves ahead for both sides (six plies) would take about sixteen minutes, even in the "very optimistic" case that the chess computer evaluated a million positions every second. (It took about forty years to achieve this speed. An later search algorithm called
alpha–beta pruning Alpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its search tree. It is an adversarial search algorithm used commonly for machine playing of two-player games ...
, a system of defining upper and lower bounds on possible search results and searching until the bounds coincided, reduced the branching factor of the game tree logarithmically, but it still was not feasible for chess programs at the time to exploit the exponential explosion of the tree. Second, it ignored the problem of quiescence, trying to only evaluate a position that is at the end of an
exchange Exchange may refer to: Physics *Gas exchange is the movement of oxygen and carbon dioxide molecules from a region of higher concentration to a region of lower concentration. Places United States * Exchange, Indiana, an unincorporated community * ...
of pieces or other important sequence of moves ('lines'). He expected that adapting minimax to cope with this would greatly increase the number of positions needing to be looked at and slow the program down still further. He expected that adapting type A to cope with this would greatly increase the number of positions needing to be looked at and slow the program down still further. This led naturally to what is referred to as "selective search" or "type B search", using chess knowledge (heuristics) to select a few presumably good moves from each position to search, and prune away the others without searching. Instead of wasting processing power examining bad or trivial moves, Shannon suggested that type B programs would use two improvements: # Employ a
quiescence search Quiescence search is an algorithm typically used to extend search at unstable nodes in minimax game trees in game-playing computer programs. It is an extension of the evaluation function to defer evaluation until the position is stable enough ...
. # Employ forward pruning; i.e. only look at a few good moves for each position. This would enable them to look further ahead ('deeper') at the most significant lines in a reasonable time. However, early attempts at selective search often resulted in the best move or moves being pruned away. As a result, little or no progress was made for the next 25 years dominated by this first iteration of the selective search paradigm. The best program produced in this early period was Mac Hack VI in 1967; it played at the about the same level as the average amateur (C class on the United States Chess Federation rating scale). Meanwhile, hardware continued to improve, and in 1974, brute force searching was implemented for the first time in the Northwestern University Chess 4.0 program. In this approach, all alternative moves at a node are searched, and none are pruned away. They discovered that the time required to simply search all the moves was much less than the time required to apply knowledge-intensive heuristics to select just a few of them, and the benefit of not prematurely or inadvertently pruning away good moves resulted in substantially stronger performance. In the 1980s and 1990s, progress was finally made in the selective search paradigm, with the development of
quiescence search Quiescence search is an algorithm typically used to extend search at unstable nodes in minimax game trees in game-playing computer programs. It is an extension of the evaluation function to defer evaluation until the position is stable enough ...
, null move pruning, and other modern selective search heuristics. These heuristics had far fewer mistakes than earlier heuristics did, and was found to be worth the extra time it saved because it could search deeper and widely adopted by many engines. While many modern programs do use
alpha-beta search Alphabeta is an Israeli musical group. Alphabeta or Alpha Beta may also refer to: *The Greek alphabet, from ''Alpha'' (Αα) and ''Beta'' (Ββ), the first two letters *Alpha Beta, a former chain of Californian supermarkets *Alpha and beta anomers ...
as a substrate for their search algorithm, these additional selective search heuristics used in modern programs means that the program no longer does a "brute force" search. Instead they heavily rely on these selective search heuristics to extend lines the program considers good and prune and reduce lines the program considers bad, to the point where most of the nodes on the search tree are pruned away, enabling modern programs to search very deep. In 2006,
Rémi Coulom Rémi Coulom (born 1974) is a French computer scientist, once an assistant professor of computer science at the Lille 3 University, and the developer of Crazy Stone (software), Crazy Stone, a computer Go program. In 2006, Rémi Coulom described the ...
created
Monte Carlo tree search In computer science, Monte Carlo tree search (MCTS) is a heuristic search algorithm for some kinds of decision processes, most notably those employed in software that plays board games. In that context MCTS is used to solve the game tree. MCT ...
, another kind of type B selective search. In 2007, an adaption of Monte Carlo tree search called Upper Confidence bounds applied to Trees or UCT for short was created by Levente Kocsis and Csaba Szepesvári. In 2011, Chris Rosin developed a variation of UCT called Predictor + Upper Confidence bounds applied to Trees, or PUCT for short. PUCT was then used in
AlphaZero AlphaZero is a computer program developed by artificial intelligence research company DeepMind to master the games of chess, shogi and go. This algorithm uses an approach similar to AlphaGo Zero. On December 5, 2017, the DeepMind team re ...
in 2017, and later in
Leela Chess Zero Leela Chess Zero (abbreviated as LCZero, lc0) is a Free and open-source software, free, open-source, and deep neural network–based chess engine and volunteer computing project. Development has been spearheaded by programmer Gary Linscott, who ...
in 2018.


Knowledge versus search (processor speed)

In the 1970s, most chess programs ran on super computers like Control Data Cyber 176s or Cray-1s, indicative that during that developmental period for computer chess, processing power was the limiting factor in performance. Most chess programs struggled to search to a depth greater than 3 ply. It was not until the hardware chess machines of the 1980s, that a relationship between processor speed and knowledge encoded in the evaluation function became apparent. It has been estimated that doubling the computer speed gains approximately fifty to seventy Elo points in playing strength .


Leaf evaluation

For most chess positions, computers cannot look ahead to all possible final positions. Instead, they must look ahead a few plies and compare the possible positions, known as leaves. The algorithm that evaluates leaves is termed the "evaluation function", and these algorithms are often vastly different between different chess programs. Evaluation functions typically evaluate positions in hundredths of a pawn (called a centipawn), where by convention, a positive evaluation favors White, and a negative evaluation favors Black. However, some evaluation function output win/draw/loss percentages instead of centipawns. Historically, handcrafted evaluation functions consider material value along with other factors affecting the strength of each side. When counting up the material for each side, typical values for pieces are 1 point for a pawn (chess), pawn, 3 points for a knight (chess), knight or bishop (chess), bishop, 5 points for a rook (chess), rook, and 9 points for a queen (chess), queen. (See Chess piece relative value.) The king (chess), king is sometimes given an arbitrary high value such as 200 points (Claude Shannon#Shannon's computer chess program, Shannon's paper) to ensure that a checkmate outweighs all other factors . In addition to points for pieces, most handcrafted evaluation functions take many factors into account, such as pawn structure, the fact that a pair of bishops are usually worth more, centralized pieces are worth more, and so on. The protection of kings is usually considered, as well as the phase of the game (opening, middle or endgame). Machine learning techniques such as Texel turning, stochastic gradient descent, or
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 ...
are usually used to optimise handcrafted evaluation functions. Most modern evaluation functions make use of neural networks. The most common evaluation function in use today is the efficiently updatable neural network, which is a shallow neural network whose inputs are piece-square tables. Piece-square tables are a set of 64 values corresponding to the squares of the chessboard, and there typically exists a piece-square table for every piece and colour, resulting in 12 piece-square tables and thus 768 inputs into the neural network. In addition, some engines use deep neural networks in their evaluation function. Neural networks are usually trained using some
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 ...
algorithm, in conjunction with supervised learning or unsupervised learning. The output of the evaluation function is a single scalar, quantized in centipawns or other units, which is, in the case of handcrafted evaluation functions, a weighted summation of the various factors described, or in the case of neural network based evaluation functions, the output of the head of the neural network. The evaluation putatively represents or approximates the value of the subtree below the evaluated node as if it had been searched to termination, i.e. the end of the game. During the search, an evaluation is compared against evaluations of other leaves, eliminating nodes that represent bad or poor moves for either side, to yield a node which by convergence, represents the value of the position with best play by both sides.


Endgame tablebases

Endgame play had long been one of the great weaknesses of chess programs because of the depth of search needed. Some otherwise master-level programs were unable to win in positions where even intermediate human players could force a win. To solve this problem, computers have been used to analyze some chess endgame positions completely, starting with king (chess), king and pawn (chess), pawn against king. Such endgame tablebases are generated in advance using a form of retrograde analysis, starting with positions where the final result is known (e.g., where one side has been mated) and seeing which other positions are one move away from them, then which are one move from those, etc. Ken Thompson (computer programmer), Ken Thompson was a pioneer in this area. The results of the computer analysis sometimes surprised people. In 1977 Thompson's Belle chess machine used the endgame tablebase for a king and rook (chess), rook against king and queen (chess), queen and was able to draw that theoretically lost ending against several masters (see Philidor position#Queen versus rook). This was despite not following the usual strategy to delay defeat by keeping the defending king and rook close together for as long as possible. Asked to explain the reasons behind some of the program's moves, Thompson was unable to do so beyond saying the program's database simply returned the best moves. Most grandmasters declined to play against the computer in the queen versus rook endgame, but Walter Browne accepted the challenge. A queen versus rook position was set up in which the queen can win in thirty moves, with perfect play. Browne was allowed 2½ hours to play fifty moves, otherwise a draw would be claimed under the fifty-move rule. After forty-five moves, Browne agreed to a draw, being unable to force checkmate or win the rook within the next five moves. In the final position, Browne was still seventeen moves away from checkmate, but not quite that far away from winning the rook. Browne studied the endgame, and played the computer again a week later in a different position in which the queen can win in thirty moves. This time, he captured the rook on the fiftieth move, giving him a winning position , . Other positions, long believed to be won, turned out to take more moves against perfect play to actually win than were allowed by chess's fifty-move rule. As a consequence, for some years the official FIDE rules of chess were changed to extend the number of moves allowed in these endings. After a while, the rule reverted to fifty moves in all positions more such positions were discovered, complicating the rule still further, and it made no difference in human play, as they could not play the positions perfectly. Over the years, other endgame database formats have been released including the Edward Tablebase, the De Koning Database and the Eugene Nalimov, Nalimov Tablebase which is used by many chess programs such as Rybka, Shredder and
Fritz Fritz originated as a German nickname for Friedrich, or Frederick (''Der Alte Fritz'', and ''Stary Fryc'' were common nicknames for King Frederick II of Prussia and Frederick III, German Emperor) as well as for similar names including Fridolin a ...
. Tablebases for all positions with six pieces are available. Some seven-piece endgames have been analyzed by Marc Bourzutschky and Yakov Konoval. Programmers using the Lomonosov supercomputers in Moscow have completed a chess tablebase for all endgames with seven pieces or fewer (trivial endgame positions are excluded, such as six white pieces versus a lone black king (chess), king). In all of these endgame databases it is assumed that castling is no longer possible. Many tablebases do not consider the fifty-move rule, under which a game where fifty moves pass without a capture or pawn move can be claimed to be a draw by either player. This results in the tablebase returning results such as "Forced mate in sixty-six moves" in some positions which would actually be drawn because of the fifty-move rule. One reason for this is that if the rules of chess were to be changed once more, giving more time to win such positions, it will not be necessary to regenerate all the tablebases. It is also very easy for the program using the tablebases to notice and take account of this 'feature' and in any case if using an endgame tablebase will choose the move that leads to the quickest win (even if it would fall foul of the fifty-move rule with perfect play). If playing an opponent not using a tablebase, such a choice will give good chances of winning within fifty moves. The Nalimov tablebases, which use state-of-the-art Data compression, compression techniques, require 7.05 Gigabyte, GB of hard disk space for all five-piece endings. To cover all the six-piece endings requires approximately 1.2 Terabyte, TB. It is estimated that a seven-piece tablebase requires between 50 and 200 Terabyte, TB of storage space. Endgame databases featured prominently in 1999, when Kasparov played an exhibition match on the Internet against the Kasparov versus the World, rest of the world. A seven piece Queen (chess), Queen and pawn (chess), pawn endgame was reached with the World Team fighting to salvage a draw. Eugene Nalimov helped by generating the six piece ending tablebase where both sides had two Queens which was used heavily to aid analysis by both sides.


Opening book

Chess engines, like human beings, may save processing time as well as select strong variations as expounded by the masters, by referencing an Chess opening book, opening book stored in a disk database. Opening books cover the opening moves of a game to variable depth, depending on opening and variation, but usually to the first 10-12 moves (20-24 ply). Since the openings have been studied in depth by the masters for centuries, and some are known to well into the middle game, the valuations of specific variations by the masters will usually be superior to the general heuristics of the program. While at one time, playing an out-of-book move in order to put the chess program onto its own resources might have been an effective strategy because chess opening books were selective to the program's playing style, and programs had notable weaknesses relative to humans, that is no longer true today. The opening books stored in computer databases are most likely far more extensive than even the best prepared humans, and playing an early out-of-book move may result in the computer finding the unusual move in its book and saddling the opponent with a sharp disadvantage. Even if it does not, playing out-of-book may be much better for tactically sharp chess programs than for humans who have to discover strong moves in an unfamiliar variation over the board.


Computer chess rating lists

Chess Engines Grand Tournament, CEGT, CSS, Swedish Chess Computer Association, SSDF, WBEC, REBEL (chess), REBEL, FGRL, and IPON maintain rating lists allowing fans to compare the strength of engines. Various versions of Stockfish,
Komodo Komodo may refer to: Computers * Komodo Edit, a free text editor for dynamic programming languages * Komodo IDE an integrated development environment (IDE) for dynamic programming languages * Komodo (chess), a chess engine People * Komodo ...
,
Leela Chess Zero Leela Chess Zero (abbreviated as LCZero, lc0) is a Free and open-source software, free, open-source, and deep neural network–based chess engine and volunteer computing project. Development has been spearheaded by programmer Gary Linscott, who ...
, and Fritz (chess), Fat Fritz dominate the rating lists in the early 2020s. CCRL (Computer Chess Rating Lists) is an organisation that tests computer
chess engine In computer chess, a chess engine is a computer program that analyzes chess or chess variant positions, and generates a move or list of moves that it regards as strongest. A chess engine is usually a back end with a command-line interface wit ...
s' Elo rating system, strength by playing the programs against each other. CCRL was founded in 2006 to promote computer-computer competition and tabulate results on a rating list.CCRL, http://ccrl.chessdom.com/, 14 November 2021 The organisation runs three different lists: 40/40 (40 minutes for every 40 moves played), 40/4 (4 minutes for every 40 moves played), and 40/4 Chess960, FRC (same time control but Chess960). Pondering (or permanent brain) is switched off and timing is adjusted to the AMD64 X2 4600+ (2.4 GHz) CPU by using Crafty 19.17 BH as a benchmark. Generic, neutral chess opening book, opening books are used (as opposed to the engine's own book) up to a limit of 12 moves into the game alongside 4 or 5 man tablebases.


History


Pre-computer age

The idea of creating a chess-playing machine dates back to the eighteenth century. Around 1769, the chess playing automaton called Mechanical Turk, The Turk, created by Kingdom of Hungary, Hungarian inventor Wolfgang von Kempelen, Farkas Kempelen, became famous before being exposed as a hoax. Before the development of digital computing, serious trials based on automata such as El Ajedrecista of 1912 which played a king and rook versus king ending, were too complex and limited to be useful for playing full games of chess. The field of mechanical chess research languished until the advent of the digital computer in the 1950s.


Early software age: selective search

Since then, chess enthusiasts and computer engineers have built, with increasing degrees of seriousness and success, chess-playing machines and computer programs. One of the few chess grandmasters to devote himself seriously to computer chess was former World Chess Champion Mikhail Botvinnik, who wrote several works on the subject. He also held a doctorate in electrical engineering. Working with relatively primitive hardware available in the Soviet Union in the early 1960s, Botvinnik had no choice but to investigate software move selection techniques; at the time only the most powerful computers could achieve much beyond a three-ply full-width search, and Botvinnik had no such machines. In 1965 Botvinnik was a consultant to the ITEP team in a US-Soviet computer chess match (see Kotok-McCarthy).


Later software age: full-width search

One developmental milestone occurred when the team from
Northwestern University Northwestern University is a private research university in Evanston, Illinois. Founded in 1851, Northwestern is the oldest chartered university in Illinois and is ranked among the most prestigious academic institutions in the world. Charte ...
, which was responsible for the Chess (Northwestern University), Chess series of programs and won the first three Association for Computing Machinery, ACM World Computer Chess Championship#ACM, Computer Chess Championships (1970–72), abandoned type B searching in 1973. The resulting program, Chess 4.0, won that year's championship and its successors went on to come in second in both the 1974 ACM Championship and that year's inaugural World Computer Chess Championship, before winning the ACM Championship again in 1975, 1976 and 1977. The type A implementation turned out to be just as fast: in the time it used to take to decide which moves were worthy of being searched, it was possible just to search all of them. In fact, Chess 4.0 set the paradigm that was and still is followed essentially by all modern Chess programs today.


Rise of chess machines

In 1978, an early rendition of Ken Thompson's hardware chess machine Belle, entered and won the North American Computer Chess Championship over the dominant Northwestern University Chess 4.7.


Microcomputer revolution

Technological advances by orders of magnitude in processing power have made the brute force approach far more incisive than was the case in the early years. The result is that a very solid, tactical AI player aided by some limited positional knowledge built in by the evaluation function and pruning/extension rules began to match the best players in the world. It turned out to produce excellent 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. In 1997
Deep Blue Deep Blue may refer to: Film * ''Deep Blues: A Musical Pilgrimage to the Crossroads'', a 1992 documentary film about Mississippi Delta blues music * Deep Blue (2001 film), ''Deep Blue'' (2001 film), a film by Dwight H. Little * Deep Blue (2003 ...
, a brute-force machine capable of examining 500 million nodes per second, defeated World Champion Garry Kasparov, marking the first time a computer has defeated a reigning world chess champion in standard time control.


Super-human chess

In 2016, NPR asked experts to characterize the playing style of computer chess engines. Murray Campbell of IBM stated that "Computers don't have any sense of aesthetics... They play what they think is the objectively best move in any position, even if it looks absurd, and they can play any move no matter how ugly it is." Grandmasters Andrew Soltis and Susan Polgar stated that computers are more likely to retreat than humans are.


Neural network revolution

While neural networks have been used in the
evaluation function An evaluation function, also known as a heuristic evaluation function or static evaluation function, is a function used by game-playing computer programs to estimate the value or goodness of a position (usually at a leaf or terminal node) in a g ...
s of chess engines since the late 1980s, with programs such as NeuroChess, Morph, Blondie25, Giraffe,
AlphaZero AlphaZero is a computer program developed by artificial intelligence research company DeepMind to master the games of chess, shogi and go. This algorithm uses an approach similar to AlphaGo Zero. On December 5, 2017, the DeepMind team re ...
, and MuZero, neural networks did not become widely adopted by chess engines until the arrival of efficiently updatable neural networks in the summer of 2020. Efficiently updatable neural networks were originally developed in computer shogi in 2018 by Yu Nasu, and had to be first ported to a derivative of Stockfish called Stockfish NNUE on 31 May 2020, and integrated into the official Stockfish engine on 6 August 2020, before other chess programmers began to adopt neural networks into their engines. Some people, such as the Royal Society's Venki Ramakrishnan, believe that
AlphaZero AlphaZero is a computer program developed by artificial intelligence research company DeepMind to master the games of chess, shogi and go. This algorithm uses an approach similar to AlphaGo Zero. On December 5, 2017, the DeepMind team re ...
lead to the widespread adoption of neural networks in chess engines. However, AlphaZero influenced very few engines to begin using neural networks, and those tended to be new experimental engines such as
Leela Chess Zero Leela Chess Zero (abbreviated as LCZero, lc0) is a Free and open-source software, free, open-source, and deep neural network–based chess engine and volunteer computing project. Development has been spearheaded by programmer Gary Linscott, who ...
, which began specifically to replicate the AlphaZero paper. The deep neural networks used in AlphaZero's evaluation function required expensive
graphics processing units A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mob ...
, which were not compatible with existing chess engines. The vast majority of chess engines only use central processing units, and computing and processing information on the GPUs require special Library (computing), libraries in the backend such as Nvidia's CUDA, which none of the engines had access to. Thus the vast majority of chess engines such as
Komodo Komodo may refer to: Computers * Komodo Edit, a free text editor for dynamic programming languages * Komodo IDE an integrated development environment (IDE) for dynamic programming languages * Komodo (chess), a chess engine People * Komodo ...
and Stockfish continued to use handcrafted evaluation functions until efficiently updatable neural networks were ported to computer chess in 2020, which did not require either the use of GPUs or libraries like CUDA at all. Even then, the neural networks used in computer chess are fairly shallow, and the deep reinforcement learning methods pioneered by AlphaZero are still extremely rare in computer chess.


Timeline

* 1769 – Wolfgang von Kempelen builds Mechanical Turk, the Turk. Presented as a chess-playing automaton, it is secretly operated by a human player hidden inside the machine. * 1868 – Charles Hooper presents the Ajeeb automaton which also has a human chess player hidden inside. * 1912 – Leonardo Torres y Quevedo builds El Ajedrecista, a machine that could play wikibooks:Chess/The Endgame/King and Rook vs. King, King and Rook versus King endgames. * 1941 – Predating comparable work by at least a decade, Konrad Zuse develops computer chess algorithms in his Plankalkül programming formalism. Because of the circumstances of the Second World War, however, they were not published, and did not come to light, until the 1970s. * 1948 – Norbert Wiener's book ''Cybernetics'' describes how a chess program could be developed using a depth-limited minimax search with an
evaluation function An evaluation function, also known as a heuristic evaluation function or static evaluation function, is a function used by game-playing computer programs to estimate the value or goodness of a position (usually at a leaf or terminal node) in a g ...
. * 1950 –
Claude Shannon Claude Elwood Shannon (April 30, 1916 – February 24, 2001) was an American mathematician, electrical engineer, and cryptographer known as a "father of information theory". As a 21-year-old master's degree student at the Massachusetts Inst ...
publishes "Programming a Computer for Playing Chess", one of the first papers on the algorithmic methods of computer chess. * 1951 – Alan Turing is first to publish a program, developed on paper, that was capable of playing a full game of chess (dubbed Turochamp). * 1952 – Dietrich Prinz develops a program that solves chess problems. * 1956 – Los Alamos chess is the first program to play a chess-like game, developed by Paul Stein and Mark Wells for the MANIAC I computer. * 1956 – John McCarthy (computer scientist), John McCarthy invents the alpha–beta pruning, alpha–beta search algorithm. * 1957 – The first programs that can play a full game of chess are developed, one by Alex Bernstein and one by Russian programmers using a BESM. * 1958 – NSS becomes the first chess program to use the alpha–beta search algorithm. * 1962 – The first program to play credibly, Kotok-McCarthy, is published at Massachusetts Institute of Technology, MIT. * 1963 – Grandmaster David Bronstein defeats an Minsk family of computers, M-20 running an early chess program. * 1966–67 – The first chess match between computer programs is played. Moscow Institute for Theoretical and Experimental Physics (ITEP) defeats Kotok-McCarthy at Stanford University by telegraph over nine months. * 1967 – MacHack (chess), Mac Hack VI, by Richard Greenblatt (programmer), Richard Greenblatt et al. introduces
transposition table {{no footnotes, date=November 2017 A transposition table is a cache of previously seen positions, and associated evaluations, in a game tree generated by a computer game playing program. If a position recurs via a different sequence of moves, the ...
s and employs dozens of carefully tuned move selection heuristics; it becomes the first program to defeat a person in tournament play. Mac Hack VI played about C class level. * 1968 – Scottish chess champion David Levy (chess player), David Levy makes a 500 pound (monetary unit), pound bet with AI pioneers John McCarthy (computer scientist), John McCarthy and Donald Michie that no computer program would win a chess match against him within 10 years. * 1970 – Monty Newborn and the Association for Computing Machinery organize the first
North American Computer Chess Championship The North American Computer Chess Championship was a computer chess championship held from 1970 to 1994. It was organised by the Association for Computing Machinery and by Monty Newborn, Professor of Computer Science at McGill University. It was one ...
s in New York. * 1971 –
Ken Thompson Kenneth Lane Thompson (born February 4, 1943) is an American pioneer of computer science. Thompson worked at Bell Labs for most of his career where he designed and implemented the original Unix operating system. He also invented the B programmi ...
, an American Computer scientist at Bell Labs and creator of the Unix operating system, writes his first chess-playing program called "chess" for the earliest version of Unix. * 1974 – David Levy (chess player), David Levy, Ben Mittman and Monty Newborn organize the first World Computer Chess Championship which is won by the Russian program Kaissa. * 1975 – After nearly a decade of only marginal progress since the high-water mark of Greenblatt's MacHack VI in 1967, Northwestern University Chess 4.5 is introduced featuring full-width search, and innovations of bitboards and iterative deepening. It also reinstated a transposition table as first seen in Greenblatt's program. It was thus the first program with an integrated modern structure and became the model for all future development. Chess 4.5 played strong B-class and won the 3rd World Computer Chess Championship the next year. Northwestern University Chess and its descendants dominated computer chess until the era of hardware chess machines in the early 1980s. * 1976 – In December, Canadian programmer Peter R. Jennings releases Microchess, the first game for microcomputers to be sold. * 1977 – In March, Fidelity Electronics releases Chess Challenger, the first dedicated chess computer to be sold. The International Computer Chess Association is founded by chess programmers to organize computer chess championships and report on research and advancements on computer chess in their journal. Also that year, Applied Concepts released Boris (chess computer), Boris, a dedicated chess computer in a wooden box with plastic chess pieces and a folding board. * 1978 – David Levy (chess player), David Levy wins the bet made 10 years earlier, defeating Chess (Northwestern University), Chess 4.7 in a six-game match by a score of 4½–1½. The computer's victory in game four is the first defeat of a human master in a tournament. * 1979 – Frederic Friedel organizes a match between IM David Levy (chess player), David Levy and Chess (Northwestern University), Chess 4.8, which is broadcast on German television. Levy and Chess 4.8, running on a CDC Cyber 176, the most powerful computer in the world, fought a grueling 89 move draw. * 1980 – Fidelity computers win the World Microcomputer Championships each year from 1980 through 1984. In Germany, Hegener & Glaser release their first Mephisto (chess computer), Mephisto dedicated chess computer. The USCF prohibits computers from competing in human tournaments except when represented by the chess systems' creators. The Fredkin Prize, offering $100,000 to the creator of the first chess machine to defeat the world chess champion, is established. * 1981 – Cray Blitz wins the Mississippi State Championship with a perfect 5–0 score and a performance rating of 2258. In round 4 it defeats Joe Sentef (2262) to become the first computer to beat a master in tournament play and the first computer to gain a master rating. * 1984 – The German Company Hegener & Glaser's ''Mephisto (chess computer), Mephisto'' line of dedicated chess computers begins a long streak of victories (1984–1990) in the World Microcomputer Championship using dedicated computers running programs ChessGenius and REBEL (chess), Rebel. * 1986 – Software Country (see Software Toolworks) released ''
Chessmaster ''Chessmaster'' is a chess-playing computer game series, which is owned and developed by Ubisoft. It is the best-selling chess franchise in history, with more than five million units sold . Timeline *1986: '' The Chessmaster 2000''. First publ ...
2000'' based on an engine by David Kittinger, the first edition of what was to become the world's best selling line of chess programs. * 1987 – Frederic Friedel and physicist Matthias Wüllenweber found Chessbase, releasing the first chess database program. Stuart Cracraft releases
GNU Chess GNU Chess is a free software chess engine and command-line interface chessboard. The goal of GNU Chess is to serve as a basis for research, and as such it has been used in numerous contexts. GNU Chess is free software, licensed under the terms ...
, one of the first '
chess engine In computer chess, a chess engine is a computer program that analyzes chess or chess variant positions, and generates a move or list of moves that it regards as strongest. A chess engine is usually a back end with a command-line interface wit ...
s' to be bundled with a separate
graphical user interface The GUI ( "UI" by itself is still usually pronounced . or ), graphical user interface, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, inst ...
(GUI), . * 1988 – HiTech, developed by Hans Berliner and Carl Ebeling, wins a match against grandmaster Arnold Denker 3½–½. Deep Thought shares first place with Tony Miles in the Software Toolworks Championship, ahead of former world champion Mikhail Tal and several grandmasters including Samuel Reshevsky, Walter Browne and Mikhail Gurevich (chess player), Mikhail Gurevich. It also defeats grandmaster Bent Larsen, making it the first computer to beat a GM in a tournament. Its Elo rating system, rating for performance in this tournament of 2745 (USCF scale) was the highest obtained by a computer player. * 1989 – Deep Thought demolishes David Levy in a 4-game match 0–4, bringing to an end his famous series of wagers starting in 1968. * 1990 – On April 25, former world champion Anatoly Karpov lost in a simul to Hegener & Glaser's Mephisto Portorose M68030 chess computer. * 1991 – The ChessMachine based on Ed Schröder's REBEL (chess), Rebel wins the World Microcomputer Chess Championship * 1992 – ChessMachine wins the 7th World Computer Chess Championship, the first time a microcomputer beat mainframe computer, mainframes. GM John Nunn releases ''Secrets of Rook Endings'', the first book based on endgame tablebases developed by
Ken Thompson Kenneth Lane Thompson (born February 4, 1943) is an American pioneer of computer science. Thompson worked at Bell Labs for most of his career where he designed and implemented the original Unix operating system. He also invented the B programmi ...
. * 1993 – Deep Thought-2 loses a four-game match against Bent Larsen. Chess programs running on personal computers surpass Mephisto's dedicated chess computers to win the Microcomputer Championship, marking a shift from dedicated chess hardware to software on multipurpose personal computers. * 1995 – Fritz (chess), Fritz 3, running on a 90Mhz Pentium PC, beats Deep Thought-2 dedicated chess machine, and programs running on several super-computers, to win the 8th World Computer Chess Championships in Hong Kong. This marks the first time a chess program running on commodity hardware defeats specialized chess machines and massive super-computers, indicating a shift in emphasis from brute computational power to algorithmic improvements in the evolution of chess engines. * 1996 – IBM's Deep Blue (chess computer), Deep Blue loses a six-game match against
Garry Kasparov Garry Kimovich Kasparov (born 13 April 1963) is a Russian chess grandmaster, former World Chess Champion, writer, political activist and commentator. His peak rating of 2851, achieved in 1999, was the highest recorded until being surpassed by ...
, 2–4. * 1997 – Deep Blue (chess computer), Deep(er) Blue, a highly modified version of the original, wins a six-game match against
Garry Kasparov Garry Kimovich Kasparov (born 13 April 1963) is a Russian chess grandmaster, former World Chess Champion, writer, political activist and commentator. His peak rating of 2851, achieved in 1999, was the highest recorded until being surpassed by ...
, 3.5-2.5. * 2000 –
Stefan Meyer-Kahlen Stefan Meyer-Kahlen (born 1968, in Düsseldorf) is a German programmer of the computer chess program '' Shredder''. , his program had won 18 titles as World Computer Chess Champion. Four of the titles were blitz championships, and one was a Ch ...
and Rudolf Huber draft the
Universal Chess Interface The Universal Chess Interface (UCI) is an open communication protocol that enables chess engines to communicate with user interfaces. History In November 2000, the UCI protocol was released. Designed by Rudolf Huber and Stefan Meyer-Kahlen, the au ...
, a protocol for GUIs to talk to engines that would gradually become the main form new engines would take. * 2002 – Vladimir Kramnik draws an eight-game match against Deep Fritz. * 2003 – Kasparov draws a six-game match against Deep Junior and draws a four-game match against
X3D Fritz X3D Fritz was a version of the Fritz chess program, which in November 2003 played a four-game human–computer chess match against world number one Grandmaster Garry Kasparov. The match was tied 2–2, with X3D Fritz winning game 2, Kasparov win ...
. * 2004 – a team of computers ( Hydra, Deep Junior and
Fritz Fritz originated as a German nickname for Friedrich, or Frederick (''Der Alte Fritz'', and ''Stary Fryc'' were common nicknames for King Frederick II of Prussia and Frederick III, German Emperor) as well as for similar names including Fridolin a ...
) wins 8½–3½ against a strong human team formed by Veselin Topalov, Ruslan Ponomariov and Sergey Karjakin, who had an average Elo rating of 2681. Fabien Letouzey releases the source code for Fruit 2.1, an engine quite competitive with the top closed-source engines of the time. This leads many authors to revise their code, incorporating the new ideas. * 2005 – Rybka wins the IPCCC tournament and very quickly afterwards becomes the strongest engine. * 2006 – The world champion, Vladimir Kramnik, is defeated 4–2 by Deep Fritz. * 2009 –
Pocket Fritz Pocket Fritz is a chess playing program for Pocket PC personal digital assistants (PDAs). Pocket Fritz 1 was released in 2001. The game uses a port of Shredder (chess), Shredder chess engine. Pocket Fritz 2 was released in 2002. In 2006, Pocket Fri ...
. 4 running on a smartphone, wins Copa Mercosur, an International Master level tournament, scoring 9½/10 and earning a performance rating of 2900. A group of pseudonymous Russian programmers release the source code of Ippolit, an engine seemingly stronger than Rybka. This becomes the basis for the engines Robbolito and Ivanhoe, and many engine authors adopt ideas from it. * 2010 – Before the World Chess Championship 2010, Topalov prepares by sparring against the supercomputer Blue Gene with 8,192 processors capable of 500 trillion (5 × 1014) floating-point operations per second. Rybka developer, Vasik Rajlich, accuses Ippolit of being a clone of Rybka. * 2011 – The ICGA strips Rybka of its WCCC titles. * 2017 –
AlphaZero AlphaZero is a computer program developed by artificial intelligence research company DeepMind to master the games of chess, shogi and go. This algorithm uses an approach similar to AlphaGo Zero. On December 5, 2017, the DeepMind team re ...
, a neural net-based digital automaton, beats Stockfish 28–0, with 72 draws, in a 100-game match. * 2018 - Efficiently updatable neural network (NNUE) evaluation is invented for computer shogi. * 2019 –
Leela Chess Zero Leela Chess Zero (abbreviated as LCZero, lc0) is a Free and open-source software, free, open-source, and deep neural network–based chess engine and volunteer computing project. Development has been spearheaded by programmer Gary Linscott, who ...
(LCZero v0.21.1-nT40.T8.610), a chess engine based on AlphaZero, defeats Stockfish 19050918 in a 100-game match with the final score 53.5 to 46.5 to win Top Chess Engine Championship, TCEC season 15. * 2020 - NNUE is added to Stockfish evaluation, noticeably increasing its strength.


Categorizations


Dedicated hardware

These chess playing systems include custom hardware with approx. dates of introduction (excluding dedicated microcomputers): * Belle 1976 * Bebe, a strong bit-slice processor 1980 * HiTech 1985 * ChipTest 1985 * Deep Thought 1987 * Deep Thought 2 (Deep Blue prototype)~1994 *
Deep Blue Deep Blue may refer to: Film * ''Deep Blues: A Musical Pilgrimage to the Crossroads'', a 1992 documentary film about Mississippi Delta blues music * Deep Blue (2001 film), ''Deep Blue'' (2001 film), a film by Dwight H. Little * Deep Blue (2003 ...
1996, 1997 * Hydra, predecessor was called Brutus 2002 *
AlphaZero AlphaZero is a computer program developed by artificial intelligence research company DeepMind to master the games of chess, shogi and go. This algorithm uses an approach similar to AlphaGo Zero. On December 5, 2017, the DeepMind team re ...
2017 (used Google's Tensor Processing Units for neural networks, but the hardware is not specific to Chess or games) ** MuZero 2019 (similar hardware to its predecessor AlphaZero, non-specific to Chess or e.g. Go), learns the rules of Chess


Commercial dedicated computers

In the late 1970s to early 1990s, there was a competitive market for dedicated chess computers. This market changed in the mid-1990s when computers with dedicated processors could no longer compete with the fast processors in personal computers. * Boris in 1977 and Boris Diplomat in 1979, chess computers including pieces and board, sold by Applied Concepts Inc. * Chess Challenger, a line of chess computers sold by Fidelity Electronics from 1977 to 1992. These models won the first four World Microcomputer Chess Championships. * ChessMachine, an ARM architecture, ARM-based dedicated computer, which could run two engines: ** "The King", which later became the
Chessmaster ''Chessmaster'' is a chess-playing computer game series, which is owned and developed by Ubisoft. It is the best-selling chess franchise in history, with more than five million units sold . Timeline *1986: '' The Chessmaster 2000''. First publ ...
engine, was also used in the TASC R30 dedicated computer. ** Gideon, a version of REBEL (chess), Rebel, in 1992 became the first microcomputer to win the World Computer Chess Championship. * Excalibur Electronics sells a line of beginner strength units. * Mephisto (chess computer), Mephisto, a line of chess computers sold by Hegener & Glaser. The units won six consecutive World Microcomputer Chess Championships. * Novag sold a line of tactically strong computers, including the Constellation, Sapphire, and Star Diamond brands. * Phoenix Chess Systems makes limited edition units based around StrongARM and XScale processors running modern engines and emulating classic engines. * Saitek sells mid-range units of intermediate strength. They bought out Hegener & Glaser and its Mephisto brand in 1994. Recently, some hobbyists have been using the Multi Emulator Super System to run the chess programs created for Fidelity or Hegener & Glaser's Mephisto computers on modern 64-bit operating systems such as Windows 10. The author of REBEL (chess), Rebel, Ed Schröder has also adapted three of the Hegener & Glaser Mephisto's he wrote to work as UCI engines.


DOS programs

These programs can be run on MS-DOS, and can be run on 64-bit Windows 10 via emulators such as DOSBox or Qemu: * Chessmaster 2000 * Colossus Chess *
Fritz Fritz originated as a German nickname for Friedrich, or Frederick (''Der Alte Fritz'', and ''Stary Fryc'' were common nicknames for King Frederick II of Prussia and Frederick III, German Emperor) as well as for similar names including Fridolin a ...
1–3 * Kasparov's Gambit * REBEL (chess), Rebel * Sargon * Socrates II


Notable theorists

Well-known computer chess theorists include: * Georgy Adelson-Velsky, a Soviet and Israeli mathematician and computer scientist * Hans Berliner, American computer scientist and world correspondence chess champion, design supervisor of HiTech (1988) * Mikhail Botvinnik, Soviet electrical engineer and world chess champion, wrote ''Pioneer'' * Alexander Brudno, Russian computer scientist, first elaborated the alphabeta pruning algorithm * Feng-hsiung Hsu, the lead developer of Deep Blue (chess computer), Deep Blue (1986–97) * Professor Robert Hyatt developed Cray Blitz and
Crafty Crafty is a chess program written by UAB professor Dr. Robert Hyatt, with continual development and assistance from Michael Byrne, Tracy Riegle, and Peter Skinner. It is directly derived from Cray Blitz, winner of the 1983 and 1986 World Compu ...
* Danny Kopec, American Professor or Computer Science and International Chess Master, developed Kopec-Bratko test * Alexander Kronrod, Soviet computer scientist and mathematician * Professor Monroe Newborn, chairman of the computer chess committee for the Association of Computing Machinery * Claude E. Shannon, American computer scientist and mathematician * Alan Turing, English computer scientist and mathematician


Solving chess

The prospects of completely solved game, solving chess are generally considered to be rather remote. It is widely conjectured that there is no computationally inexpensive method to solve chess even in the very weak sense of determining with certainty the value of the initial position, and hence the idea of solving chess in the stronger sense of obtaining a practically usable description of a strategy for perfect play for either side seems unrealistic today. However, it has not been proven that no computationally cheap way of determining the best move in a chess position exists, nor even that a traditional alpha–beta searcher running on present-day computing hardware could not solve the initial position in an acceptable amount of time. The difficulty in proving the latter lies in the fact that, while the number of board positions that could happen in the course of a chess game is huge (on the order of at least 1043The size of the state space and game tree for chess were first estimated in Shannon gave estimates of 1043 and 10120 respectively, smaller than the estimates in the Game complexity table, which are from Victor Allis's thesis. See Shannon number for details. to 1047), it is hard to rule out with mathematical certainty the possibility that the initial position allows either side to force a mate or a threefold repetition after relatively few moves, in which case the search tree might encompass only a very small subset of the set of possible positions. It has been mathematically proven that ''generalized chess'' (chess played with an arbitrarily large number of pieces on an arbitrarily large chessboard) is EXPTIME-complete, meaning that determining the winning side in an arbitrary position of generalized chess provably takes exponential time in the worst case; however, this theoretical result gives no lower bound on the amount of work required to solve ordinary 8x8 chess. Martin Gardner's Minichess, played on a 5×5 board with approximately 1018 possible board positions, has been solved; its game-theoretic value is 1/2 (i.e. a draw can be forced by either side), and the forcing strategy to achieve that result has been described. Progress has also been made from the other side: as of 2012, all 7 and fewer pieces (2 kings and up to 5 other pieces) endgames have been solved.


Chess engines

A "chess engine" is software that calculates and orders which moves are the strongest to play in a given position. Engine authors focus on improving the play of their engines, often just importing the engine into a
graphical user interface The GUI ( "UI" by itself is still usually pronounced . or ), graphical user interface, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, inst ...
(GUI) developed by someone else. Engines communicate with the GUI by standardized protocols such as the nowadays ubiquitous
Universal Chess Interface The Universal Chess Interface (UCI) is an open communication protocol that enables chess engines to communicate with user interfaces. History In November 2000, the UCI protocol was released. Designed by Rudolf Huber and Stefan Meyer-Kahlen, the au ...
developed by
Stefan Meyer-Kahlen Stefan Meyer-Kahlen (born 1968, in Düsseldorf) is a German programmer of the computer chess program '' Shredder''. , his program had won 18 titles as World Computer Chess Champion. Four of the titles were blitz championships, and one was a Ch ...
and Franz Huber. There are others, like the Chess Engine Communication Protocol developed by Tim Mann for
GNU Chess GNU Chess is a free software chess engine and command-line interface chessboard. The goal of GNU Chess is to serve as a basis for research, and as such it has been used in numerous contexts. GNU Chess is free software, licensed under the terms ...
and
Winboard XBoard is a graphical user interface chessboard for chess engines under the X Window System. It is developed and maintained as free software by the GNU project. WinBoard is a port of XBoard to run natively on Microsoft Windows. Overview Original ...
. Chessbase has its own proprietary protocol, and at one time Millennium 2000 had another protocol used for ChessGenius. Engines designed for one operating system and protocol may be ported to other OS's or protocols. Chess engines are regularly matched against each other at dedicated chess engine#Tournaments, chess engine tournaments.


Chess web apps

In 1997, the Internet Chess Club released its first Java client for playing chess online against other people inside one's webbrowser. This was probably one of the first chess web apps. Free Internet Chess Server followed soon after with a similar client. In 2004, International Correspondence Chess Federation opened up a web server to replace their email-based system. Chess.com started offering Live Chess in 2007. Chessbase/
Playchess Playchess is a commercial Internet chess server managed by ChessBase devoted to the play and discussion of chess and chess variants. As of February 2011, Playchess has over 31,000 players online, including many internationally titled players who ...
has long had a downloadable client, and added a web-based client in 2013. Another popular web app is tactics training. The now defunct Chess Tactics Server opened its site in 2006, followed by Chesstempo the next year, and Chess.com added its Tactics Trainer in 2008. Chessbase added a tactics trainer web app in 2015. Chessbase took their chess game database online in 1998. Another early chess game databases was Chess Lab, which started in 1999. New In Chess had initially tried to compete with Chessbase by releasing a NICBase program for Windows 3.x, but eventually, decided to give up on software, and instead focus on their online database starting in 2002. One could play against the engine Shredder online from 2006. In 2015, Chessbase added a play Fritz web app, as well as My Games for storing one's games. Starting in 2007, Chess.com offered the content of the training program, Chess Mentor, to their customers online. Top GMs such as Sam Shankland and Walter Browne have contributed lessons.


See also

* List of chess software * History of chess engines * Computer checkers * Computer Go * Computer Othello * Computer shogi


Notes


References


Sources

* * * * (This book actually covers computer chess from the early days through the first match between Deep Blue and Garry Kasparov.) * *
Mastering the Game: A History of Computer Chess
a
Computer History Museum



Further reading


New Architectures in Computer Chess – Thesis on How to Build A Chess Engine
* * * Lasar, Matthew (2011)
Brute force or intelligence? The slow rise of computer chess
. ''Ars Technica''. * Newborn, Monty (1996). ''Outsearching Kasparov'', American Mathematical Society's Proceeding of Symposia in Applied Mathematics: Mathematical Aspects of Artificial Intelligence, v. 55, pp 175–205, 1998. Based on paper presented at the 1996 Winter Meeting of the AMS, Orlando, Florida, Jan 9–11, 1996. * Newborn, Monty (2000). ''Deep Blue's contribution to AI'', Annals of Mathematics and Artificial Intelligence, v. 28, pp. 27–30, 2000. * Newborn, Monty (2006)
''Theo and Octopus at the 2006 World Championship for Automated Reasoning Programs''
Seattle, Washington, August 18, 2006 *


External links


List of chess engine ratings and game files in PGN format

Mastering the Game: A History of Computer Chess
at the Computer History Museum
ACM Computer Chess by Bill Wall



Computer Chess Information and Resources
– blog following the creation of a computer chess engine

an article by Tim Krabbé about "anti-computer style" chess
A guide to Endgame Tablebases
* GameDev.net – Chess Programming by François-Dominic Laramée Par
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– for playing chess against Ken Thompson's endgame database
Chess programming wiki

Computer Chess Club Forums

The Strongest Computer Chess Engines Over Time


Media


The History of Computer Chess: An AI Perspective
– a full lecture featuring Murray Campbell (IBM Deep Blue Project), Edward Feigenbaum, David Levy (chess), David Levy, John McCarthy, and Monty Newborn. a
Computer History Museum
{{Authority control Computer chess, Electronic games Game artificial intelligence