Computer chess includes both hardware (dedicated computers) and
software
Software consists of computer programs that instruct the Execution (computing), execution of a computer. Software also includes design documents and specifications.
The history of software is closely tied to the development of digital comput ...
capable of playing
chess
Chess is a board game for two players. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arran ...
. 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 grandmaster or higher are available on hardware from
supercomputer
A supercomputer is a type of computer with a high level of performance as compared to a general-purpose computer. The performance of a supercomputer is commonly measured in floating-point operations per second (FLOPS) instead of million instruc ...
s to
smart phones. Standalone chess-playing machines are also available.
Stockfish
Stockfish is unsalted fish, especially cod, dried by cold air and wind on wooden racks (which are called "hjell" in Norway) on the foreshore. The drying of food is the world's oldest known preservation method, and dried fish has a storage li ...
,
Leela Chess Zero,
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 (angiosperms) that is formed from the ovary after flowering.
Fruits are the means by which angiosperms disseminate their seeds. Edible fruits in particular have long propaga ...
, and other free open source applications are available for various platforms.
Computer chess applications, whether implemented in hardware or software, use different strategies than humans to choose their moves: they use
heuristic methods to build, search and evaluate
trees
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, e.g., including only woody plants with secondary growth, only p ...
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 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 List of chess variants, chess variant positions, and generates a move or list of moves that it regards as strongest.
A chess software engine, engine is usually a Front ...
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,
Monty Newborn, Professor of Computer Science at
McGill University
McGill University (French: Université McGill) is an English-language public research university in Montreal, Quebec, Canada. Founded in 1821 by royal charter,Frost, Stanley Brice. ''McGill University, Vol. I. For the Advancement of Learning, ...
, declared: "the science has been done". Nevertheless,
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'' (), from Ancient Greek δρόσος (''drósos''), meaning "dew", and φίλος (''phílos''), meaning "loving", is a genus of fly, belonging to the family Drosophilidae, whose members are often called "small fruit flies" or p ...
of AI", the edge of
knowledge engineering
Knowledge engineering (KE) refers to all aspects involved in knowledge-based systems.
Background Expert systems
One of the first examples of an expert system was MYCIN, an application to perform medical diagnosis. In the MYCIN example, the ...
. The field is now considered a scientifically completed paradigm, and playing chess is a mundane computing activity.
Availability and playing strength

In the past, stand-alone chess machines (usually microprocessors running software chess programs; occasionally specialized hardware) were sold. Today,
chess engine
In computer chess, a chess engine is a computer program that analyzes chess or List of chess variants, chess variant positions, and generates a move or list of moves that it regards as strongest.
A chess software engine, engine is usually a Front ...
s may be installed as software on ordinary devices like
smartphone
A smartphone is a mobile phone with advanced computing capabilities. It typically has a touchscreen interface, allowing users to access a wide range of applications and services, such as web browsing, email, and social media, as well as multi ...
s and
PCs, either alone or alongside
GUI programs such as
Chessbase
ChessBase is a German company that develops and sells chess software, maintains a chess news site, and operates an internet chess server for online chess. Founded in 1986, it maintains and sells large-scale databases containing the moves of recor ...
and the
mobile apps
A mobile application or app is a computer program or software application designed to run on a mobile device such as a phone, tablet, or watch. Mobile applications often stand in contrast to desktop applications which are designed to run on d ...
for
Chess.com and
Lichess
Lichess (; ) is a free and open-source software, free and open-source Internet chess server run by a Nonprofit organization, non-profit organization of the same name. Users of the site can play online chess anonymously and optionally register an ...
(both primarily websites). Examples of
free and open source
Free and open-source software (FOSS) is software available under a license that grants users the right to use, modify, and distribute the software modified or not to everyone free of charge. FOSS is an inclusive umbrella term encompassing free ...
engines include
Stockfish
Stockfish is unsalted fish, especially cod, dried by cold air and wind on wooden racks (which are called "hjell" in Norway) on the foreshore. The drying of food is the world's oldest known preservation method, and dried fish has a storage li ...
and
Leela Chess Zero (Lc0). Chess.com maintains its own
proprietary engine named Torch.
Some chess engines, including Stockfish, have web versions made in languages like
WebAssembly
WebAssembly (Wasm) defines a portable binary-code format and a corresponding text format for executable programs as well as software interfaces for facilitating communication between such programs and their host environment.
The main goal of ...
and
JavaScript
JavaScript (), often abbreviated as JS, is a programming language and core technology of the World Wide Web, alongside HTML and CSS. Ninety-nine percent of websites use JavaScript on the client side for webpage behavior.
Web browsers have ...
. Most chess programs and sites offer the ability to analyze positions and games using chess engines, and some offer the ability to play against engines (which can be set to play at custom levels of strength) as though they were normal opponents.
Hardware requirements for chess engines are minimal, but performance will vary with processor speed, and memory, needed to hold large
transposition tables.
Most modern chess engines, such as Stockfish, rely on
efficiently updatable neural networks, tailored to be run exclusively on
CPUs,
but Lc0 uses networks reliant on
GPU performance. Top engines such as Stockfish can be expected to beat the world's best players reliably, even when running on consumer-grade hardware.
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 List of chess variants, chess variant positions, and generates a move or list of moves that it regards as strongest.
A chess software engine, engine is usually a Front ...
, which calculates the moves, and the
graphical user interface
A graphical user interface, or GUI, is a form of user interface that allows user (computing), users to human–computer interaction, interact with electronic devices through Graphics, graphical icon (computing), icons and visual indicators such ...
(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
A command-line interface (CLI) is a means of interacting with software via command (computing), commands each formatted as a line of text. Command-line interfaces emerged in the mid-1960s, on computer terminals, as an interactive and more user ...
, 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 ...
(UCI) engines such as
Fritz
Fritz is a common German language, German male name. The name originated as a German diminutive of Friedrich (given name), Friedrich or Frederick (given name), Frederick (''Der Alte Fritz'', and ''Stary Fryc'' were common nicknames for King Fred ...
or
Rybka
Rybka is a computer chess engine designed by International Master Vasik Rajlich. Around 2011, Rybka was one of the top-rated engines on chess engine rating lists and won many computer chess tournaments.
After Rybka won four consecutive Wor ...
may have a built-in mechanism for reducing the
Elo rating
The Elo rating system is a method for calculating the relative skill levels of players in zero-sum games such as chess or esports. It is named after its creator Arpad Elo, a Hungarian-American chess master and physics professor.
The Elo system wa ...
of the engine (via UCI's uci_limitstrength and uci_elo parameters). Some versions of
Fritz
Fritz is a common German language, German male name. The name originated as a German diminutive of Friedrich (given name), Friedrich or Frederick (given name), Frederick (''Der Alte Fritz'', and ''Stary Fryc'' were common nicknames for King Fred ...
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 is a common German language, German male name. The name originated as a German diminutive of Friedrich (given name), Friedrich or Frederick (given name), Frederick (''Der Alte Fritz'', and ''Stary Fryc'' were common nicknames for King Fred ...
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
ChessBase is a German company that develops and sells chess software, maintains a chess news site, and operates an internet chess server for online chess. Founded in 1986, it maintains and sells large-scale databases containing the moves of recor ...
(for PC) is a common program for these purposes amongst professional players, but there are alternatives such as
Shane's Chess Information Database (Scid) for Windows, Mac or Linux,
Chess Assistant for PC, Gerhard Kalab's Chess PGN Master for Android or Giordano Vicoli's Chess-Studio for iOS.
Programs such as
Playchess allow players to play against one another over the internet.
Chess training programs teach chess.
Chessmaster
''Chessmaster'' (originally ''The Chessmaster'') is a chess video game series, currently owned and developed by Ubisoft. It is the best-selling chess video game series, with more than five million units sold . The same cover art image featuring ...
had playthrough tutorials by IM
Josh Waitzkin 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 offers
Shredder Chess Tutor based on the Step coursebooks of Rob Brunia and Cor Van Wijgerden. Former
World Champion Magnus Carlsen
Sven Magnus Øen Carlsen (born 30 November 1990) is a Norwegian Grandmaster (chess), chess grandmaster. Carlsen is a five-time World Chess Championship, World Chess Champion, five-time World Rapid Chess Championship, World Rapid Chess Champio ...
's
Play Magnus company released a
Magnus Trainer app for Android and iOS.
Chessbase
ChessBase is a German company that develops and sells chess software, maintains a chess news site, and operates an internet chess server for online chess. Founded in 1986, it maintains and sells large-scale databases containing the moves of recor ...
has
Fritz and Chesster 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#Minimax algorithm with alternate moves, minimax algorithm in its game tree, search tree. It is an adversarial search algorith ...
to optimizing move evaluation—in 1957, a team at
Carnegie Mellon University
Carnegie Mellon University (CMU) is a private research university in Pittsburgh, Pennsylvania, United States. The institution was established in 1900 by Andrew Carnegie as the Carnegie Technical Schools. In 1912, it became the Carnegie Institu ...
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 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 and professor of psychology
Eliot Hearst of
Indiana University
Indiana University (IU) is a state university system, system of Public university, public universities in the U.S. state of Indiana. The system has two core campuses, five regional campuses, and two regional centers under the administration o ...
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 began defeating highly skilled human players. The year of Hearst's statement,
Northwestern University
Northwestern University (NU) is a Private university, private research university in Evanston, Illinois, United States. Established in 1851 to serve the historic Northwest Territory, it is the oldest University charter, chartered university in ...
's
Chess 4.5 at the
Paul Masson 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, 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 popular science 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 organ ...
'' 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 un ...
'' 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 o ...
,
Monroe Newborn predicted that a chess program could become world champion within five years; tournament director and International Master
Michael Valvo 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 Garik Kimovich Weinstein on 13 April 1963) is a Russian Grandmaster (chess), chess grandmaster, former World Chess Champion (1985–2000), political activist and writer. His peak FIDE chess Elo rating system, ra ...
, demonstrated in two strong wins in 1989. It was not until a 1996 match with
IBM's Deep Blue 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 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, 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 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 and
Fritz
Fritz is a common German language, German male name. The name originated as a German diminutive of Friedrich (given name), Friedrich or Frederick (given name), Frederick (''Der Alte Fritz'', and ''Stary Fryc'' were common nicknames for King Fred ...
were able to draw matches against former world champion Garry Kasparov and classical world champion
Vladimir Kramnik
Vladimir Borisovich Kramnik (; born 25 June 1975) is a Russian Grandmaster (chess), chess grandmaster. He was the World Chess Champion#Split title (1993–2006), Classical World Chess Champion from 2000 to 2006, and the 14th undisputed World Ch ...
.
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 – play conservatively for a long-term advantage the computer is not able to see in its
game tree
In the context of combinatorial game theory, a game tree is a graph representing all possible game states within a sequential game that has perfect information. Such games include chess, checkers, Go, and tic-tac-toe.
A game tree can be us ...
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, 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 wi ...
. 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
The Sicilian Defence is a chess opening that begins with the following moves:
:1. e4 c5
The Sicilian is the most popular and best-scoring response to White's first move 1.e4. The opening 1.d4 is a statistically more successful opening for Whi ...
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
The Elo rating system is a method for calculating the relative skill levels of players in zero-sum games such as chess or esports. It is named after its creator Arpad Elo, a Hungarian-American chess master and physics professor.
The Elo system wa ...
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 (, 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 released with Deep Rybka 3 leading ...
rated computer program
Komodo at 3361.
Chess engine
In computer chess, a chess engine is a computer program that analyzes chess or List of chess variants, chess variant positions, and generates a move or list of moves that it regards as strongest.
A chess software engine, engine is usually a Front ...
s continue to improve. In 2009, chess engines running on slower hardware reached the
grandmaster level. A
mobile phone
A mobile phone or cell phone is a portable telephone that allows users to make and receive calls over a radio frequency link while moving within a designated telephone service area, unlike fixed-location phones ( landline phones). This rad ...
won a
category
Category, plural categories, may refer to:
General uses
*Classification, the general act of allocating things to classes/categories Philosophy
* Category of being
* ''Categories'' (Aristotle)
* Category (Kant)
* Categories (Peirce)
* Category ( ...
6 tournament with a performance rating 2898: chess engine
Hiarcs 13 running inside
Pocket Fritz 4 on the mobile phone
HTC Touch HD won the Copa Mercosur tournament in
Buenos Aires
Buenos Aires, controlled by the government of the Autonomous City of Buenos Aires, is the Capital city, capital and largest city of Argentina. It is located on the southwest of the Río de la Plata. Buenos Aires is classified as an Alpha− glob ...
, Argentina 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 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 Grandmaster (chess), 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 mov ...
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 Grandmaster (chess), chess grandmaster. Carlsen is a five-time World Chess Championship, World Chess Champion, five-time World Rapid Chess Championship, World Rapid Chess Champio ...
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'' (), from Ancient Greek δρόσος (''drósos''), meaning "dew", and φίλος (''phílos''), meaning "loving", is a genus of fly, belonging to the family Drosophilidae, whose members are often called "small fruit flies" or p ...
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
Minimax (sometimes Minmax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, combinatorial game theory, statistics, and philosophy for ''minimizing'' the possible loss function, loss for a Worst-case scenari ...
/ 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.
MCTS ...
)
** Evaluations in search based schema (machine learning
Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of Computational statistics, statistical algorithms that can learn from data and generalise to unseen data, and thus perform Task ( ...
, neural networks
A neural network is a group of interconnected units called neurons that send signals to one another. Neurons can be either Cell (biology), biological cells or signal pathways. While individual neurons are simple, many of them together in a netwo ...
, texel tuning, genetic algorithm
In computer science and operations research, a genetic algorithm (GA) is a metaheuristic inspired by the process of natural selection that belongs to the larger class of evolutionary algorithms (EA). Genetic algorithms are commonly used to g ...
s, gradient descent
Gradient descent is a method for unconstrained mathematical optimization. It is a first-order iterative algorithm for minimizing a differentiable multivariate function.
The idea is to take repeated steps in the opposite direction of the gradi ...
, reinforcement learning
Reinforcement learning (RL) is an interdisciplinary area of machine learning and optimal control concerned with how an intelligent agent should take actions in a dynamic environment in order to maximize a reward signal. Reinforcement learnin ...
)
* 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
A graphical user interface, or GUI, is a form of user interface that allows user (computing), users to human–computer interaction, interact with electronic devices through Graphics, graphical icon (computing), icons and visual indicators such ...
(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 he ...
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 task of assigning a class to an observation based on patterns extracted from data. While similar, pattern recognition (PR) is not to be confused with pattern machines (PM) which may possess PR capabilities but their p ...
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
Stochastic gradient descent (often abbreviated SGD) is an Iterative method, iterative method for optimizing an objective function with suitable smoothness properties (e.g. Differentiable function, differentiable or Subderivative, subdifferentiable ...
, and reinforcement learning
Reinforcement learning (RL) is an interdisciplinary area of machine learning and optimal control concerned with how an intelligent agent should take actions in a dynamic environment in order to maximize a reward signal. Reinforcement learnin ...
, 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 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 Chess notation, 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 i ...
(FEN). Older chess programs often only understood long algebraic notation, but today users expect chess programs to understand standard algebraic chess notation.
Starting in the late 1990s, programmers began to develop separately ''engines'' (with a command-line interface
A command-line interface (CLI) is a means of interacting with software via command (computing), commands each formatted as a line of text. Command-line interfaces emerged in the mid-1960s, on computer terminals, as an interactive and more user ...
which calculates which moves are strongest in a position) or a ''graphical user interface
A graphical user interface, or GUI, is a form of user interface that allows user (computing), users to human–computer interaction, interact with electronic devices through Graphics, graphical icon (computing), icons and visual indicators such ...
'' (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 ...
(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 List of chess variants, chess variant positions, and generates a move or list of moves that it regards as strongest.
A chess software engine, engine is usually a Front ...
.)
Developers have to decide whether to connect the engine to an opening book and/or endgame tablebases or leave this to the GUI.
Board representations
The data structure
In computer science, a data structure is a data organization and storage format that is usually chosen for Efficiency, efficient Data access, access to data. More precisely, a data structure is a collection of data values, the relationships amo ...
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 (" bitboards"), 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, a game tree is a graph representing all possible game states within a sequential game that has perfect information. Such games include chess, checkers, Go, and tic-tac-toe.
A game tree can be us ...
. 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". 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
Minimax (sometimes Minmax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, combinatorial game theory, statistics, and philosophy for ''minimizing'' the possible loss function, loss for a Worst-case scenari ...
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#Minimax algorithm with alternate moves, minimax algorithm in its game tree, search tree. It is an adversarial search algorith ...
, 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, 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 passe ...
s on seventh rank, etc.). These selective search heuristics have to be used very carefully however. If the program overextends, it wastes too much time looking at uninteresting positions. If too much is pruned or reduced, there is a risk of 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 (game), go. This algorithm uses an approach similar to AlphaGo Zero.
On December 5, 2017, the DeepMind ...
and Leela Chess Zero uses MCTS instead of minimax. Such engines use batching on graphics processing units
A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a discrete video card or embedded on motherboards, mobile phones, personal co ...
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 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 tables are used to record positions that have been previously evaluated, to save recalculation of them. Refutation tables 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, 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 chess search was by Claude Shannon
Claude Elwood Shannon (April 30, 1916 – February 24, 2001) was an American mathematician, electrical engineer, computer scientist, cryptographer and inventor known as the "father of information theory" and the man who laid the foundations of th ...
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, combinatorial game theory, statistics, and philosophy for ''minimizing'' the possible loss function, loss for a Worst-case scenari ...
. 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.) A 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#Minimax algorithm with alternate moves, minimax algorithm in its game tree, search tree. It is an adversarial search algorith ...
, 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 or exchanged may refer to:
Arts, entertainment and media Film and television
* Exchange (film), or ''Deep Trap'', 2015 South Korean psychological thriller
* Exchanged (film), 2019 Peruvian fantasy comedy
* Exchange (TV program), 2021 Sou ...
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.
# 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, 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 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 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.
MCTS ...
, 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 (game), go. This algorithm uses an approach similar to AlphaGo Zero.
On December 5, 2017, the DeepMind ...
in 2017, and later in Leela Chess Zero 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, 3 points for a knight
A knight is a person granted an honorary title of a knighthood by a head of state (including the pope) or representative for service to the monarch, the church, or the country, especially in a military capacity.
The concept of a knighthood ...
or bishop
A bishop is an ordained member of the clergy who is entrusted with a position of Episcopal polity, authority and oversight in a religious institution. In Christianity, bishops are normally responsible for the governance and administration of di ...
, 5 points for a rook, and 9 points for a queen
Queen most commonly refers to:
* Queen regnant, a female monarch of a kingdom
* Queen consort, the wife of a reigning king
* Queen (band), a British rock band
Queen or QUEEN may also refer to:
Monarchy
* Queen dowager, the widow of a king
* Q ...
. (See Chess piece relative value
In chess, a relative value (or point value) is a standard value conventionally assigned to each piece. Piece valuations have no role in the rules of chess but are useful as an aid to evaluating an exchange of pieces.
The best-known system assi ...
.) The king
King is a royal title given to a male monarch. A king is an Absolute monarchy, absolute monarch if he holds unrestricted Government, governmental power or exercises full sovereignty over a nation. Conversely, he is a Constitutional monarchy, ...
is sometimes given an arbitrarily high value such as 200 points ( 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
Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of Computational statistics, statistical algorithms that can learn from data and generalise to unseen data, and thus perform Task ( ...
techniques such as Texel turning, stochastic gradient descent
Stochastic gradient descent (often abbreviated SGD) is an Iterative method, iterative method for optimizing an objective function with suitable smoothness properties (e.g. Differentiable function, differentiable or Subderivative, subdifferentiable ...
, or reinforcement learning
Reinforcement learning (RL) is an interdisciplinary area of machine learning and optimal control concerned with how an intelligent agent should take actions in a dynamic environment in order to maximize a reward signal. Reinforcement learnin ...
are usually used to optimise handcrafted evaluation functions.
Most modern evaluation functions make use of neural networks
A neural network is a group of interconnected units called neurons that send signals to one another. Neurons can be either Cell (biology), biological cells or signal pathways. While individual neurons are simple, many of them together in a netwo ...
. 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
Deep learning is a subset of machine learning that focuses on utilizing multilayered neural networks to perform tasks such as classification, regression, and representation learning. The field takes inspiration from biological neuroscience a ...
in their evaluation function. Neural networks are usually trained using some reinforcement learning
Reinforcement learning (RL) is an interdisciplinary area of machine learning and optimal control concerned with how an intelligent agent should take actions in a dynamic environment in order to maximize a reward signal. Reinforcement learnin ...
algorithm, in conjunction with supervised learning
In machine learning, supervised learning (SL) is a paradigm where a Statistical model, model is trained using input objects (e.g. a vector of predictor variables) and desired output values (also known as a ''supervisory signal''), which are often ...
or unsupervised learning
Unsupervised learning is a framework in machine learning where, in contrast to supervised learning, algorithms learn patterns exclusively from unlabeled data. Other frameworks in the spectrum of supervisions include weak- or semi-supervision, wh ...
.
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
The endgame (or ending) is the final stage of a chess game which occurs after the middlegame. It begins when few pieces are left on the board.
The line between the middlegame and the endgame is often not clear, and may occur gradually or with ...
positions completely, starting with king
King is a royal title given to a male monarch. A king is an Absolute monarchy, absolute monarch if he holds unrestricted Government, governmental power or exercises full sovereignty over a nation. Conversely, he is a Constitutional monarchy, ...
and 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
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 ...
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 against king and queen
Queen most commonly refers to:
* Queen regnant, a female monarch of a kingdom
* Queen consort, the wife of a reigning king
* Queen (band), a British rock band
Queen or QUEEN may also refer to:
Monarchy
* Queen dowager, the widow of a king
* Q ...
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 Nalimov Tablebase which is used by many chess programs such as Rybka
Rybka is a computer chess engine designed by International Master Vasik Rajlich. Around 2011, Rybka was one of the top-rated engines on chess engine rating lists and won many computer chess tournaments.
After Rybka won four consecutive Wor ...
, Shredder and Fritz
Fritz is a common German language, German male name. The name originated as a German diminutive of Friedrich (given name), Friedrich or Frederick (given name), Frederick (''Der Alte Fritz'', and ''Stary Fryc'' were common nicknames for King Fred ...
. 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
King is a royal title given to a male monarch. A king is an Absolute monarchy, absolute monarch if he holds unrestricted Government, governmental power or exercises full sovereignty over a nation. Conversely, he is a Constitutional monarchy, ...
). 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 compression techniques, require 7.05 GB of hard disk space for all five-piece endings. To cover all the six-piece endings requires approximately 1.2 TB. It is estimated that a seven-piece tablebase requires between 50 and 200 TB of storage space.
Endgame databases featured prominently in 1999, when Kasparov played an exhibition match on the Internet against the rest of the world. A seven piece Queen
Queen most commonly refers to:
* Queen regnant, a female monarch of a kingdom
* Queen consort, the wife of a reigning king
* Queen (band), a British rock band
Queen or QUEEN may also refer to:
Monarchy
* Queen dowager, the widow of a king
* Q ...
and pawn endgame was reached with the World Team fighting to salvage a draw. Eugene Nalimov
Eugene Nalimov (born Евгений Викторович Нали́мов (Yevgeny Viktorovich Nalimov) in 1965 in Novosibirsk, U.S.S.R.) is a chess programmer and former Microsoft employee, currently working for Context Relevant.
Starting in 1998 ...
helped by generating the six piece ending tablebase where both sides had two Queens which was used heavily to aid analysis by both sides.
The most popular endgame tablebase is syzygy which is used by most top computer programs like Stockfish
Stockfish is unsalted fish, especially cod, dried by cold air and wind on wooden racks (which are called "hjell" in Norway) on the foreshore. The drying of food is the world's oldest known preservation method, and dried fish has a storage li ...
, Leela Chess Zero, and Komodo. It is also significantly smaller in size than other formats, with 7-piece tablebases taking only 18.4 TB.
For a current state-of-the art chess engine like Stockfish, a table base only provides a very minor increase in playing strength (approximately 3 Elo points for syzygy 6men as of Stockfish 15).
Opening book
Chess engines, like human beings, may save processing time as well as select variations known to be strong via referencing an opening book stored in a 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). In the early eras of computer chess, trusting variations studied in-depth by human grandmasters for decades was superior to the weak performance of mid-20th-century engines. And even in the contemporary era, allowing computer engines to extensively analyze various openings at their leisure beforehand, and then simply consult the results when in a game, speeds up their play.
In the 1990s, some theorists believed that chess engines of the day had much of their strength in memorized opening books and knowledge dedicated to known positions, and thus believed a valid anti-computer tactic would be to intentionally play some out-of-book moves in order to force the chess program to think for itself. This seems to have been a dubious assumption even then; Garry Kasparov tried it via using the non-standard Mieses Opening at the 1997 Deep Blue versus Garry Kasparov
Garry Kasparov, then-world chess champion, world champion in chess, played a pair of six-game matches against Deep Blue (chess computer), Deep Blue, a supercomputer by IBM. Kasparov won the first match, held in Philadelphia in 1996, by 4–2. D ...
Game 1 match, but lost. This tactic became even weaker as time passed; the opening books stored in computer databases can be far more extensive than even the best prepared humans, meaning computers will be well-prepared for even rare variations and know the correct play. More generally, the play of engines even in fully unknown situations (as comes up in variants such as Chess960) is still exceptionally strong, so the lack of an opening book isn't even a major disadvantage for tactically sharp chess engines, who can discover strong moves in unfamiliar board variations accurately.
In contemporary engine tournaments, engines are often told to play situations from a variety of openings, including unbalanced ones, to reduce the draw rate and to add more variety to the games.
Computer chess rating lists
CEGT, CSS, SSDF, WBEC, REBEL, FGRL, and IPON maintain rating lists allowing fans to compare the strength of engines. Various versions of Stockfish
Stockfish is unsalted fish, especially cod, dried by cold air and wind on wooden racks (which are called "hjell" in Norway) on the foreshore. The drying of food is the world's oldest known preservation method, and dried fish has a storage li ...
, Komodo, Leela Chess Zero, and 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 List of chess variants, chess variant positions, and generates a move or list of moves that it regards as strongest.
A chess software engine, engine is usually a Front ...
s' strength
Strength may refer to:
Personal trait
*Physical strength, as in people or animals
*Character strengths like those listed in the Values in Action Inventory
*The exercise of willpower
Physics
* Mechanical strength, the ability to withstand ...
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 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 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
An automaton (; : automata or automatons) is a relatively self-operating machine, or control mechanism designed to automatically follow a sequence of operations, or respond to predetermined instructions. Some automata, such as bellstrikers i ...
called The Turk, created by Hungarian inventor 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, built by Spanish engineer Leonardo Torres Quevedo
Leonardo Torres Quevedo (; 28 December 1852 – 18 December 1936) was a Spanish civil engineer, mathematician and inventor, known for his numerous engineering innovations, including Aerial tramway, aerial trams, airships, catamarans, and remote ...
, 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 and Botvinnik
Since then, chess enthusiasts and computer engineer
Computer engineering (CE, CoE, or CpE) is a branch of engineering specialized in developing computer hardware and software.
It integrates several fields of electrical engineering, electronics engineering and computer science.
Computer engine ...
s 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
The World Chess Championship is played to determine the world champion in chess. The current world champion is Gukesh Dommaraju, who defeated the previous champion Ding Liren in the World Chess Championship 2024, 2024 World Chess Championship. ...
Mikhail Botvinnik
Mikhail Moiseyevich Botvinnik (; ; – May 5, 1995) was a Soviet and Russian chess grandmaster who held five world titles in three different reigns. The sixth World Chess Champion, he also worked as an electrical engineer and computer sci ...
, who wrote several works on the subject. Botvinnik's interest in Computer Chess started in the 50s, favouring chess algorithms based on Shannon's selective type B strategy, as discussed along with Max Euwe 1958 in Dutch Television. Working with relatively primitive hardware available in the Soviet Union
The Union of Soviet Socialist Republics. (USSR), commonly known as the Soviet Union, was a List of former transcontinental countries#Since 1700, transcontinental country that spanned much of Eurasia from 1922 until Dissolution of the Soviet ...
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 which won a correspondence chess match against the Kotok-McCarthy-Program led by John McCarthy in 1967.(see Kotok-McCarthy). Later he advised the team that created the chess program Kaissa at Moscow's Institute of Control Sciences. Botvinnik had his own ideas to model a Chess Master's Mind. After publishing and discussing his early ideas on attack maps and trajectories at Moscow Central Chess Clubin 1966, he found Vladimir Butenko as supporter and collaborator. Butenko first implemented the 15x15 vector attacks board representation on a M-20 computer, determining trajectories. After Botvinnik introduced the concept of Zones in 1970, Butenko refused further cooperation and began to write his own program, dubbed Eureka. In the 70s and 80s, leading a team around Boris Stilman, Alexander Yudin, Alexander Reznitskiy, Michael Tsfasman and Mikhail Chudakov, Botvinnik worked on his own project 'Pioneer' - which was an Artificial Intelligence based chess project. In the 90s, Botvinnik already in his 80s, he worked on the new project 'CC Sapiens'.
Later software age: full-width search
One developmental milestone occurred when the team from Northwestern University
Northwestern University (NU) is a Private university, private research university in Evanston, Illinois, United States. Established in 1851 to serve the historic Northwest Territory, it is the oldest University charter, chartered university in ...
, which was responsible for the Chess
Chess is a board game for two players. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arran ...
series of programs and won the first three 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
World Computer Chess Championship (WCCC) was an event held periodically from 1974 to 2024 where computer chess engines compete against each other. The event is organized by the ''International Computer Games Association'' (ICGA, until 2002 ICCA). I ...
, 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, and that had been successfully started by the Russian ITEP in 1965.
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, 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
Murray Campbell is a Canadian computer scientist known for being part of the team that created Deep Blue; the first computer to defeat a world chess champion.
Career Chess computing
Around 1986, he and other students at Carnegie Mellon bega ...
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
Susan Polgar (born April 19, 1969, as Polgár Zsuzsanna and often known as Zsuzsa Polgár) is a Hungarian-American chess grandmaster. Polgár was Women's World Chess Champion from 1996 to 1999. On FIDE's Elo rating system list of July 1984, a ...
stated that computers are more likely to retreat than humans are.
Neural network revolution
While neural networks
A neural network is a group of interconnected units called neurons that send signals to one another. Neurons can be either Cell (biology), biological cells or signal pathways. While individual neurons are simple, many of them together in a netwo ...
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 (game), go. This algorithm uses an approach similar to AlphaGo Zero.
On December 5, 2017, the DeepMind ...
, 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
The Royal Society, formally The Royal Society of London for Improving Natural Knowledge, is a learned society and the United Kingdom's national academy of sciences. The society fulfils a number of roles: promoting science and its benefits, re ...
'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 (game), go. This algorithm uses an approach similar to AlphaGo Zero.
On December 5, 2017, the DeepMind ...
led 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, which began specifically to replicate the AlphaZero paper. The deep neural network
Deep learning is a subset of machine learning that focuses on utilizing multilayered neural network (machine learning), neural networks to perform tasks such as Statistical classification, classification, Regression analysis, regression, and re ...
s used in AlphaZero's evaluation function required expensive graphics processing units
A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a discrete video card or embedded on motherboards, mobile phones, personal co ...
, which were not compatible with existing chess engines. The vast majority of chess engines only use central processing units
A central processing unit (CPU), also called a central processor, main processor, or just processor, is the primary processor in a given computer. Its electronic circuitry executes instructions of a computer program, such as arithmetic, log ...
, and computing and processing information on the GPUs require special libraries
A library is a collection of Book, books, and possibly other Document, materials and Media (communication), media, that is accessible for use by its members and members of allied institutions. Libraries provide physical (hard copies) or electron ...
in the backend such as Nvidia
Nvidia Corporation ( ) is an American multinational corporation and technology company headquartered in Santa Clara, California, and incorporated in Delaware. Founded in 1993 by Jensen Huang (president and CEO), Chris Malachowsky, and Curti ...
's CUDA
In computing, CUDA (Compute Unified Device Architecture) is a proprietary parallel computing platform and application programming interface (API) that allows software to use certain types of graphics processing units (GPUs) for accelerated gene ...
, which none of the engines had access to. Thus the vast majority of chess engines such as Komodo and Stockfish
Stockfish is unsalted fish, especially cod, dried by cold air and wind on wooden racks (which are called "hjell" in Norway) on the foreshore. The drying of food is the world's oldest known preservation method, and dried fish has a storage li ...
continued to use handcrafted evaluation functions until efficiently updatable neural networks were ported to computer chess from computer shogi 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 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 King and Rook versus King endgames.
* 1941 – Predating comparable work by at least a decade, Konrad Zuse
Konrad Ernst Otto Zuse (; ; 22 June 1910 – 18 December 1995) was a German civil engineer, List of pioneers in computer science, pioneering computer scientist, inventor and businessman. His greatest achievement was the world's first programm ...
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
Norbert Wiener (November 26, 1894 – March 18, 1964) was an American computer scientist, mathematician, and philosopher. He became a professor of mathematics at the Massachusetts Institute of Technology ( MIT). A child prodigy, Wiener late ...
'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, computer scientist, cryptographer and inventor known as the "father of information theory" and the man who laid the foundations of th ...
publishes "Programming a Computer for Playing Chess", one of the first papers on the algorithmic methods of computer chess.
* 1951 – Alan Turing
Alan Mathison Turing (; 23 June 1912 – 7 June 1954) was an English mathematician, computer scientist, logician, cryptanalyst, philosopher and theoretical biologist. He was highly influential in the development of theoretical computer ...
is first to publish a program, developed on paper, that was capable of playing a full game of chess (dubbed Turochamp).
* 1952 – Dietrich Prinz
Dietrich Gunther Prinz (March 29, 1903 – December 1989) was a computer science pioneer, notable for his work on early British computers at Ferranti, and in particular for developing the first limited chess program in 1951.
Biography
He was born ...
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
__NOTOC__
The MANIAC I (Mathematical Analyzer Numerical Integrator and Automatic Computer Model I) was an early computer built under the direction of Nicholas Metropolis at the Los Alamos National Laboratory, Los Alamos Scientific Laboratory. It ...
computer.
* 1956 – John McCarthy invents the 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 Russia
Russia, or the Russian Federation, is a country spanning Eastern Europe and North Asia. It is the list of countries and dependencies by area, largest country in the world, and extends across Time in Russia, eleven time zones, sharing Borders ...
n programmers using a BESM
BESM (БЭСМ) is the series of Soviet mainframe computers built in 1950–60s. The name is an acronym for "Bolshaya (or Bystrodeystvuyushchaya) Elektronno-schotnaya Mashina" ("Большая электронно-счётная машина" o ...
.
* 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 MIT
The Massachusetts Institute of Technology (MIT) is a private research university in Cambridge, Massachusetts, United States. Established in 1861, MIT has played a significant role in the development of many areas of modern technology and sc ...
.
* 1963 – Grandmaster David Bronstein
David Ionovich Bronstein (; February 19, 1924 – December 5, 2006) was a Soviet chess player. Awarded the title of International Grandmaster by FIDE in 1950, he narrowly missed becoming World Chess Champion in World Chess Championship 195 ...
defeats an M-20 running an early chess program.
* 1966–67 – The first chess match between computer programs is played. Moscow
Moscow is the Capital city, capital and List of cities and towns in Russia by population, largest city of Russia, standing on the Moskva (river), Moskva River in Central Russia. It has a population estimated at over 13 million residents with ...
Institute for Theoretical and Experimental Physics
The Institute for Theoretical and Experimental Physics (ITEP; Russian Институт теоретической и экспериментальной физики) is a multi-disciplinary research center located in Moscow, Russia. ITEP carries ou ...
(ITEP) defeats Kotok-McCarthy at Stanford University
Leland Stanford Junior University, commonly referred to as Stanford University, is a Private university, private research university in Stanford, California, United States. It was founded in 1885 by railroad magnate Leland Stanford (the eighth ...
by telegraph over nine months.
* 1967 – Mac Hack VI, by Richard Greenblatt et al. introduces transposition tables 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 makes a 500 pound bet with AI pioneers John McCarthy and Donald Michie
Donald Michie (; 11 November 1923 – 7 July 2007) was a British researcher in artificial intelligence. During World War II, Michie worked for the Government Code and Cypher School at Bletchley Park, contributing to the effort to solve " Tunny ...
that no computer program would win a chess match against him within 10 years.
* 1970 – Monty Newborn and the Association for Computing Machinery
The Association for Computing Machinery (ACM) is a US-based international learned society for computing. It was founded in 1947 and is the world's largest scientific and educational computing society. The ACM is a non-profit professional membe ...
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 o ...
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
Unix (, ; trademarked as UNIX) is a family of multitasking, multi-user computer operating systems that derive from the original AT&T Unix, whose development started in 1969 at the Bell Labs research center by Ken Thompson, Dennis Ritchie, a ...
.
* 1974 – David Levy, Ben Mittman and Monty Newborn organize the first World Computer Chess Championship
World Computer Chess Championship (WCCC) was an event held periodically from 1974 to 2024 where computer chess engines compete against each other. The event is organized by the ''International Computer Games Association'' (ICGA, until 2002 ICCA). I ...
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
Chess is a board game for two players. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arran ...
, 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, a dedicated chess computer in a wooden box with plastic chess pieces and a folding board.
* 1978 – David Levy wins the bet made 10 years earlier, defeating 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 and 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 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'' 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.
* 1986 – Software Country (see Software Toolworks) released ''Chessmaster
''Chessmaster'' (originally ''The Chessmaster'') is a chess video game series, currently owned and developed by Ubisoft. It is the best-selling chess video game series, with more than five million units sold . The same cover art image featuring ...
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
ChessBase is a German company that develops and sells chess software, maintains a chess news site, and operates an internet chess server for online chess. Founded in 1986, it maintains and sells large-scale databases containing the moves of recor ...
, 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 List of chess variants, chess variant positions, and generates a move or list of moves that it regards as strongest.
A chess software engine, engine is usually a Front ...
s' to be bundled with a separate graphical user interface
A graphical user interface, or GUI, is a form of user interface that allows user (computing), users to human–computer interaction, interact with electronic devices through Graphics, graphical icon (computing), icons and visual indicators such ...
(GUI), .
* 1988 – HiTech
HiTech, also referred to as Hitech, is a computer chess, chess machine built at Carnegie Mellon University under the direction of World Correspondence Chess Champion Hans J. Berliner. Members of the team working on HiTech included Berliner, Murra ...
, developed by Hans Berliner
Hans Jack Berliner (January 27, 1929 – January 13, 2017) was an American chess player, and was the World Correspondence Chess Champion, from 1965–1968. He was a Grandmaster of Correspondence Chess. Berliner was a Professor of Computer ...
and Carl Ebeling
Carl Ebeling is an American computer scientist and professor. His recent interests include coarse-grained reconfigurable architectures of integrated circuits.
Education and career
He earned his B.S. Degree in physics from Wheaton College (Illi ...
, wins a match against grandmaster Arnold Denker
Arnold Sheldon Denker (February 21, 1914 – January 2, 2005) was an American chess player and author. He was U.S. champion in 1944 and 1946. In later years he served in various chess organizations, receiving recognition from the United States ...
3½–½. Deep Thought shares first place with Tony Miles in the Software Toolworks Championship, ahead of former world champion Mikhail Tal
Mikhail Tal (9 November 1936 – 28 June 1992) was a Soviet and Latvian chess player and the eighth World Chess Champion. He is considered a creative genius and is widely regarded as Comparison of top chess players throughout history, one ...
and several grandmasters including Samuel Reshevsky
Samuel Herman Reshevsky (born Szmul Rzeszewski; November 26, 1911 – April 4, 1992) was a Polish chess prodigy and later a leading American chess grandmaster. He was a contender for the World Chess Championship from the mid 1930s to the late 1 ...
, Walter Browne and Mikhail Gurevich. It also defeats grandmaster Bent Larsen, making it the first computer to beat a GM in a tournament. Its rating
A rating is an evaluation or assessment of something, in terms of a metric (e.g. quality, quantity, a combination of both,...).
Rating or rating system may also refer to:
Business and economics
* Credit rating, estimating the credit worthiness ...
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
Anatoly Yevgenyevich Karpov (, ; born May 23, 1951) is a Russian and former Soviet Grandmaster (chess), chess grandmaster, former World Chess Championship, World Chess Champion, and politician. He was the 12th World Chess Champion from 1975 ...
lost in a simul to Hegener & Glaser's Mephisto Portorose M68030 chess computer.
* 1991 – The ChessMachine based on Ed Schröder's Rebel wins the World Microcomputer Chess Championship
* 1992 – ChessMachine wins the 7th World Computer Chess Championship
World Computer Chess Championship (WCCC) was an event held periodically from 1974 to 2024 where computer chess engines compete against each other. The event is organized by the ''International Computer Games Association'' (ICGA, until 2002 ICCA). I ...
, the first time a microcomputer beat mainframes. GM John Nunn
John Denis Martin Nunn (born 25 April 1955) is an English chess grandmaster, a three-time world champion in chess problem solving, a chess writer and publisher, and a mathematician. He is one of England's strongest chess players and was form ...
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 3, running on a 90 Mhz Pentium PC, beats Deep Thought-2 dedicated chess machine, and programs running on several super-computers, to win the 8th World Computer Chess Championship
World Computer Chess Championship (WCCC) was an event held periodically from 1974 to 2024 where computer chess engines compete against each other. The event is organized by the ''International Computer Games Association'' (ICGA, until 2002 ICCA). I ...
s 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 loses a six-game match against Garry Kasparov
Garry Kimovich Kasparov (born Garik Kimovich Weinstein on 13 April 1963) is a Russian Grandmaster (chess), chess grandmaster, former World Chess Champion (1985–2000), political activist and writer. His peak FIDE chess Elo rating system, ra ...
, 2–4.
* 1997 – Deep(er) Blue, a highly modified version of the original, wins a six-game match against Garry Kasparov
Garry Kimovich Kasparov (born Garik Kimovich Weinstein on 13 April 1963) is a Russian Grandmaster (chess), chess grandmaster, former World Chess Champion (1985–2000), political activist and writer. His peak FIDE chess Elo rating system, ra ...
, 3.5–2.5.
* 2000 – Stefan Meyer-Kahlen 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 ...
, a protocol for GUIs to talk to engines that would gradually become the main form new engines would take.
* 2002 – Vladimir Kramnik
Vladimir Borisovich Kramnik (; born 25 June 1975) is a Russian Grandmaster (chess), chess grandmaster. He was the World Chess Champion#Split title (1993–2006), Classical World Chess Champion from 2000 to 2006, and the 14th undisputed World Ch ...
ties an eight-game match against Deep Fritz
Fritz is a German chess program originally developed for Chessbase by Frans Morsch based on his Quest program, ported to DOS, and then Windows by Mathias Feist. With version 13, Morsch retired, and his engine was first replaced by Gyula Horva ...
.
* 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 wi ...
.
* 2004 – a team of computers ( Hydra, Deep Junior and Fritz
Fritz is a common German language, German male name. The name originated as a German diminutive of Friedrich (given name), Friedrich or Frederick (given name), Frederick (''Der Alte Fritz'', and ''Stary Fryc'' were common nicknames for King Fred ...
) wins 8½–3½ against a strong human team formed by Veselin Topalov
Veselin Aleksandrov Topalov (pronounced ; ; born 15 March 1975) is a Bulgarian Grandmaster (chess), chess grandmaster and former FIDE World Chess Championship, World Chess Champion.
Topalov became FIDE World Chess Champion by winning the FIDE ...
, 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
Rybka is a computer chess engine designed by International Master Vasik Rajlich. Around 2011, Rybka was one of the top-rated engines on chess engine rating lists and won many computer chess tournaments.
After Rybka won four consecutive Wor ...
wins the IPCCC tournament and very quickly afterwards becomes the strongest engine.
* 2006 – The world champion, Vladimir Kramnik
Vladimir Borisovich Kramnik (; born 25 June 1975) is a Russian Grandmaster (chess), chess grandmaster. He was the World Chess Champion#Split title (1993–2006), Classical World Chess Champion from 2000 to 2006, and the 14th undisputed World Ch ...
, is defeated 4–2 by Deep Fritz
Fritz is a German chess program originally developed for Chessbase by Frans Morsch based on his Quest program, ported to DOS, and then Windows by Mathias Feist. With version 13, Morsch retired, and his engine was first replaced by Gyula Horva ...
.
* 2009 – Pocket Fritz. 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
Rybka is a computer chess engine designed by International Master Vasik Rajlich. Around 2011, Rybka was one of the top-rated engines on chess engine rating lists and won many computer chess tournaments.
After Rybka won four consecutive Wor ...
. 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
Vasik Rajlich (born 19 March 1971) is an International Master in chess and the author of Rybka, previously one of the strongest chess playing computer chess, programs in the world.
Biography
Rajlich is a dual Czechoslovakian-American citizen b ...
, 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 (game), go. This algorithm uses an approach similar to AlphaGo Zero.
On December 5, 2017, the DeepMind ...
, a neural net-based digital automaton, beats Stockfish
Stockfish is unsalted fish, especially cod, dried by cold air and wind on wooden racks (which are called "hjell" in Norway) on the foreshore. The drying of food is the world's oldest known preservation method, and dried fish has a storage li ...
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 (LCZero v0.21.1-nT40.T8.610), a chess engine based on AlphaZero, defeats Stockfish
Stockfish is unsalted fish, especially cod, dried by cold air and wind on wooden racks (which are called "hjell" in Norway) on the foreshore. The drying of food is the world's oldest known preservation method, and dried fish has a storage li ...
19050918 in a 100-game match with the final score 53.5 to 46.5 to win TCEC season 15.
* 2020 – NNUE is added to Stockfish
Stockfish is unsalted fish, especially cod, dried by cold air and wind on wooden racks (which are called "hjell" in Norway) on the foreshore. The drying of food is the world's oldest known preservation method, and dried fish has a storage li ...
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
HiTech, also referred to as Hitech, is a computer chess, chess machine built at Carnegie Mellon University under the direction of World Correspondence Chess Champion Hans J. Berliner. Members of the team working on HiTech included Berliner, Murra ...
1985
* ChipTest
ChipTest was a 1985 chess playing computer built by Feng-hsiung Hsu, Thomas Anantharaman and Murray Campbell at Carnegie Mellon University. It is the predecessor of Deep Thought which in turn evolved into Deep Blue.
History
ChipTest was based ...
1985
* Deep Thought 1987
* Deep Thought 2 (Deep Blue prototype)~1994
* Deep Blue 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 (game), go. This algorithm uses an approach similar to AlphaGo Zero.
On December 5, 2017, the DeepMind ...
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 Championship
World Computer Chess Championship (WCCC) was an event held periodically from 1974 to 2024 where computer chess engines compete against each other. The event is organized by the ''International Computer Games Association'' (ICGA, until 2002 ICCA). I ...
s.
* ChessMachine, an ARM-based dedicated computer, which could run two engines:
** "The King", which later became the Chessmaster
''Chessmaster'' (originally ''The Chessmaster'') is a chess video game series, currently owned and developed by Ubisoft. It is the best-selling chess video game series, with more than five million units sold . The same cover art image featuring ...
engine, was also used in the TASC R30 dedicated computer.
** Gideon, a version of Rebel, in 1992 became the first microcomputer to win the World Computer Chess Championship
World Computer Chess Championship (WCCC) was an event held periodically from 1974 to 2024 where computer chess engines compete against each other. The event is organized by the ''International Computer Games Association'' (ICGA, until 2002 ICCA). I ...
.
* Excalibur Electronics sells a line of beginner strength units.
* Mephisto, a line of chess computers sold by Hegener & Glaser. The units won six consecutive World Microcomputer Chess Championship
World Computer Chess Championship (WCCC) was an event held periodically from 1974 to 2024 where computer chess engines compete against each other. The event is organized by the ''International Computer Games Association'' (ICGA, until 2002 ICCA). I ...
s.
* 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
The StrongARM is a family of computer microprocessors developed by Digital Equipment Corporation and manufactured in the late 1990s which implemented the ARM v4 instruction set architecture. It was later acquired by Intel in 1997 from DEC's o ...
and XScale
XScale is a microarchitecture for central processing units initially designed by Intel implementing the ARM architecture (version 5) instruction set. XScale comprises several distinct families: IXP, IXC, IOP, PXA and CE (see more below), with some ...
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
Windows 10 is a major release of Microsoft's Windows NT operating system. The successor to Windows 8.1, it was Software release cycle#Release to manufacturing (RTM), released to manufacturing on July 15, 2015, and later to retail on July 2 ...
. The author of 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
DOSBox is a free and open-source MS-DOS emulator. It supports running programs primarily video games that are otherwise inaccessible since hardware for running a compatible disk operating system (DOS) is obsolete and generally unavailab ...
or Qemu
The Quick Emulator (QEMU) is a free and open-source emulator that uses dynamic binary translation to emulate a computer's processor; that is, it translates the emulated binary codes to an equivalent binary format which is executed by the mach ...
:
* Chessmaster 2000
* Colossus Chess
* Fritz
Fritz is a common German language, German male name. The name originated as a German diminutive of Friedrich (given name), Friedrich or Frederick (given name), Frederick (''Der Alte Fritz'', and ''Stary Fryc'' were common nicknames for King Fred ...
1–3
* Kasparov's Gambit
* 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
Hans Jack Berliner (January 27, 1929 – January 13, 2017) was an American chess player, and was the World Correspondence Chess Champion, from 1965–1968. He was a Grandmaster of Correspondence Chess. Berliner was a Professor of Computer ...
, American computer scientist and world correspondence chess champion, design supervisor of HiTech (1988)
* Mikhail Botvinnik
Mikhail Moiseyevich Botvinnik (; ; – May 5, 1995) was a Soviet and Russian chess grandmaster who held five world titles in three different reigns. The sixth World Chess Champion, he also worked as an electrical engineer and computer sci ...
, 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 (1986–97)
* Robert Hyatt developed Cray Blitz and Crafty
Crafty is a chess program written by UAB professor Robert Hyatt, with development and assistance from Michael Byrne, Tracy Riegle, and Peter Skinner. It is derived from Cray Blitz, winner of the 1983 and 1986 World Computer Chess Championshi ...
* Danny Kopec, American Professor or Computer Science and International Chess Master, developed Kopec-Bratko test
* Alexander Kronrod, Soviet computer scientist and mathematician
* Monroe Newborn, chairman of the computer chess committee for the Association for Computing Machinery
* Claude E. Shannon, American computer scientist and mathematician
* Alan Turing
Alan Mathison Turing (; 23 June 1912 – 7 June 1954) was an English mathematician, computer scientist, logician, cryptanalyst, philosopher and theoretical biologist. He was highly influential in the development of theoretical computer ...
, English computer scientist and mathematician
Solving chess
The prospects of completely solving chess are generally considered to be rather remote. It is widely conjectured that no computationally inexpensive method to solve chess exists even in the 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 1043[The 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
Combinatorial game theory measures game complexity in several ways:
#State-space complexity (the number of legal game positions from the initial position)
#Game tree size (total number of possible games)
#Decision complexity (number of leaf nod ...
table, which are from Victor Allis
Louis Victor Allis (born 19 May 1965) is a Dutch computer scientist and co-founder of the election information technology firm Activote. In his graduate work, he revealed AI solutions for Connect Four, Qubic, and Gomoku. His dissertation introd ...
'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
In chess, the threefold repetition rule states that a player may claim a draw if the same position occurs three times during the game. The rule is also known as repetition of position and, in the USCF rules, as triple occurrence of position.Artic ...
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
Martin Gardner (October 21, 1914May 22, 2010) was an American popular mathematics and popular science writer with interests also encompassing magic, scientific skepticism, micromagic, philosophy, religion, and literatureespecially the writin ...
'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
A graphical user interface, or GUI, is a form of user interface that allows user (computing), users to human–computer interaction, interact with electronic devices through Graphics, graphical icon (computing), icons and visual indicators such ...
(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 ...
developed by Stefan Meyer-Kahlen 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
ChessBase is a German company that develops and sells chess software, maintains a chess news site, and operates an internet chess server for online chess. Founded in 1986, it maintains and sells large-scale databases containing the moves of recor ...
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 web apps
In 1997, the Internet Chess Club
The Internet Chess Club (ICC) is a commercial Internet chess server devoted to the play and discussion of chess and chess variants. ICC had over 30,000 subscribing members in 2005. It was the first Internet chess server and was the largest p ...
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
International Correspondence Chess Federation (ICCF) was founded on 26 March 1951 as a new appearance of the International Correspondence Chess Association (ICCA), which was founded in 1945, as successor of the Internationaler Fernschachbund (IF ...
opened up a web server to replace their email-based system. Chess.com started offering Live Chess in 2007. Chessbase
ChessBase is a German company that develops and sells chess software, maintains a chess news site, and operates an internet chess server for online chess. Founded in 1986, it maintains and sells large-scale databases containing the moves of recor ...
/ Playchess 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
ChessBase is a German company that develops and sells chess software, maintains a chess news site, and operates an internet chess server for online chess. Founded in 1986, it maintains and sells large-scale databases containing the moves of recor ...
added a tactics trainer web app in 2015.
Chessbase
ChessBase is a German company that develops and sells chess software, maintains a chess news site, and operates an internet chess server for online chess. Founded in 1986, it maintains and sells large-scale databases containing the moves of recor ...
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
ChessBase is a German company that develops and sells chess software, maintains a chess news site, and operates an internet chess server for online chess. Founded in 1986, it maintains and sells large-scale databases containing the moves of recor ...
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
ChessBase is a German company that develops and sells chess software, maintains a chess news site, and operates an internet chess server for online chess. Founded in 1986, it maintains and sells large-scale databases containing the moves of recor ...
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.
Impact of AI on chess
Revolutionizing chess strategy
The introduction of artificial intelligence transformed the game of chess, particularly at the elite levels. AI greatly influenced defensive strategies. It has the capacity to compute every potential move without concern, unlike human players who are bound to emotional and psychological impacts from factors such as stress or tiredness. As a result, many positions once considered not defensible are now recognized as defensible.
After studying millions of games, chess engines made new analysis and improved the existing theories of opening. These improvements led to the creation of new ideas and changed the way players think throughout all parts of the game.[ChessBase. (2024). How the AI revolution impacted chess (1/2). ChessBase]
ChessBase.com
Accessed 2025 Feb 11.In classical chess, elite players commonly initiate games by making 10 to 15 opening moves that align with established analyses or leading engine recommendations.
Cheating and fair play
Unlike traditional over-the-board tournaments where handheld metal detectors are employed in order to counter players attempts at using electronic assistance, fair-play monitoring in online chess is much more challenging.
During the 2020 European Online Chess Championship
which saw a record participation of nearly 4000 players over 80 participants were disqualified for cheating—most from beginner and youth categories.[Cheating and fair play]
European online chess championship: Over 80 players disqualified for violating fair play rules
MumbaiMirror.indiatimes.com. May 29, 2020. Accessed 2025 Feb 11. The event underscored the growing need for advanced detection methods in online competitions.
In response to these issues, chess platforms such as Chess.com developed AI-based statistical models which track improbable moves by a player and compare them to moves that could be made by an engine. Expert examination is conducted for all suspected cases, and the findings are published on a regular basis. FIDE introduced AI behavior-tracking technology to strengthen anti-cheating measures in online events.[ Duca Iliescu DM]
The Impact of Artificial Intelligence on the Chess World.
JMIR Serious Games. 2020 Dec 10;8(4):e24049. doi: 10.2196/24049. PMID: 33300493; PMCID: PMC7759436.
Challenges in cheat detection
AI-based detection systems use a combination of machine learning to track suspicious player actions in different games. This is done by measuring discrepancies between the real moves and the predicted moves derived from the available statistics. Players of unusually high skill level or unusual strategies that can imitate moves characteristic of automated chess systems. Each case is examined by a human expert to ensure that the decision is correct before any actions are made to guarantee fairness and accuracy.
Aligning AI with humans
The Maia Chess project was began in 2020 by the University of Toronto
The University of Toronto (UToronto or U of T) is a public university, public research university whose main campus is located on the grounds that surround Queen's Park (Toronto), Queen's Park in Toronto, Ontario, Canada. It was founded by ...
, Cornell University
Cornell University is a Private university, private Ivy League research university based in Ithaca, New York, United States. The university was co-founded by American philanthropist Ezra Cornell and historian and educator Andrew Dickson W ...
, and Microsoft Research
Microsoft Research (MSR) is the research subsidiary of Microsoft. It was created in 1991 by Richard Rashid, Bill Gates and Nathan Myhrvold with the intent to advance state-of-the-art computing and solve difficult world problems through technologi ...
. Maia Chess is a neural network
A neural network is a group of interconnected units called neurons that send signals to one another. Neurons can be either biological cells or signal pathways. While individual neurons are simple, many of them together in a network can perfor ...
constructed to impersonate a human’s manner of playing chess based on skill. Each Maia models was tested on 9 sets of 500,000 positions each, covering rating levels from 1100 to 1900. They perform best when predicting moves made by players at their targeted rating level, with lower Maias accurately predicting moves from lower-rated players (around 1100) and higher Maias doing the same for higher-rated players (around 1900). The primary goal of Maia is to develop an AI chess engine that imitates human decision-making rather than focusing on optimal moves. Through personalization across different skill levels, Maia is able to simulate game styles typical for each level more accurately.
Chess and LLMs
While considered something done more for entertainment than for serious play, people have discovered that large language model
A large language model (LLM) is a language model trained with self-supervised machine learning on a vast amount of text, designed for natural language processing tasks, especially language generation.
The largest and most capable LLMs are g ...
s (LLMs) of the type created in 2018 and beyond such as GPT-3
Generative Pre-trained Transformer 3 (GPT-3) is a large language model released by OpenAI in 2020.
Like its predecessor, GPT-2, it is a decoder-only transformer model of deep neural network, which supersedes recurrence and convolution-based ...
can be prompted into producing chess moves given proper language prompts. While inefficient compared to native chess engines, the fact that LLMs can track the board state at all beyond the opening rather than simply recite chess-like phrases in a dreamlike state was considered greatly surprising. LLM play has a number of quirks compared to engine play; for example, engines don't generally "care" how a board state was arrived at. However, LLMs seem to produce different quality moves for a chess position reached via strong play compared to the same board state produced via a set of strange preceding moves (which will generally produce weaker and more random moves).
See also
* List of chess software
Chess software comes in different forms. A chess playing program provides a graphical chessboard on which one can play a chess game against a computer. Such programs are available for personal computers, video game consoles, smartphones/tablet com ...
* History of chess engines
* Computer checkers
* Computer Go
* Computer Othello
Computer Othello refers to computer architecture encompassing computer hardware and computer software capable of playing the game of Othello. It was notably included in Microsoft Windows from 1.0 to XP, where it is simply known as Reversi.
Av ...
* 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
''Ars Technica'' is a website covering news and opinions in technology, science, politics, and society, created by Ken Fisher and Jon Stokes in 1998. It publishes news, reviews, and guides on issues such as computer hardware and software, sci ...
''.
* 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
The Computer History Museum (CHM) is a computer museum in Mountain View, California. The museum presents stories and artifacts of Silicon Valley and the Information Age, and explores the Digital Revolution, computing revolution and its impact ...
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
1
2
3
4
5
6
*
– 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, John McCarthy, and Monty Newborn. a
Computer History Museum
{{Authority control
Electronic games
Game artificial intelligence