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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 on a special VLSI-technology move generator chip developed by Hsu. ChipTest was controlled by a Sun-3/160 workstation and capable of searching approximately 50,000 moves per second. Hsu and Anantharaman entered ChipTest in the 1986 North American Computer Chess Championship, and it was only partially tested when the tournament began. It lost its first two rounds, but finished with an even score. In August 1987 ChipTest was overhauled and renamed ChipTest-M, ''M'' standing for microcode. The new version had eliminated ChipTest's bugs and was ten times faster, searching 500,000 moves per second and running on a Sun-4 workstation. ChipTest-M won the North American Computer Chess Championship in 1987 with a 4–0 sweep. ChipTest was invit ...
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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, Murray Campbell, Carl Ebeling, Gordon Goetsch, Andy Palay, and Larry Slomer. In 1988, it became the first computer system to beat a grandmaster. History Development and specs It was designed by Carl Ebeling, a student, from 1986 to 1988, under professor Hans Berliner at Carnegie Mellon University. Members of the team working on HiTech included Berliner, Murray Campbell, Carl Ebeling, Gordon Goetsch, Andy Palay, and Larry Slomer. Berliner had also created a computer program to play backgammon called BKG 9.8, which beat Luigi Villa in 1979, and in the process became "the first computer program to beat a world champion in any game." According to the ''New York Times,'' "this research led, in 1984, to a chess program called HiTech." The computer u ...
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Thomas Anantharaman
Thomas S. Anantharaman is a computer statistician specializing in Bayesian inference approaches for NP-complete problems. He is best known for his work with Feng-hsiung Hsu from 1985 to 1990 on the Chess playing computers ChipTest and Deep Thought at Carnegie Mellon University which led to his 1990 PhD Dissertation: "A Statistical Study of Selective Min-Max Search in Computer Chess". This work was the foundation for the IBM chess-playing computer Deep Blue which beat world champion Garry Kasparov in 1997. Life and career Anantharaman obtained a B.Tech. degree in Electronics in 1982 from the Institute of Technology, Banaras Hindu University (now Indian Institute of Technology (BHU) Varanasi). He got (in 1977) IIT-JEE rank (AIR) # 2. Anantharaman went to USA and joined Carnegie Mellon University as a PhD student where he worked on the chess playing computers ChipTest and DeepThought with Feng-hsiung Hsu. Anantharaman received his PhD degree in 1990 and joined the field of ...
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Feng-hsiung Hsu
Feng-hsiung Hsu (; born January 1, 1959) (nicknamed Crazy Bird) is a Taiwanese-American computer scientist and electrical engineer. His work led to the creation of the Deep Thought chess computer, which led to the first chess playing computer to defeat grandmasters in tournament play and the first to achieve a certified grandmaster-level rating. Hsu was the architect and the principal designer of the IBM Deep Blue chess computer. He was awarded the 1991 ACM Grace Murray Hopper Award for his contributions in architecture and algorithms for chess machines. He is the author of the book ''Behind Deep Blue: Building the Computer that Defeated the World Chess Champion''. Career Hsu was born in Keelung, Taiwan, and came to the United States after graduating from National Taiwan University with a Bachelor of Science (B.S.) in electrical engineering. He started his graduate work at Carnegie Mellon University in the field of computer chess in the year 1985. In 1988 he was part of the ...
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Deep Thought (chess Computer)
Deep Thought was a computer designed to play chess. Deep Thought was initially developed at Carnegie Mellon University and later at IBM. It was second in the line of chess computers developed by Feng-hsiung Hsu, starting with ChipTest and culminating in Deep Blue. In addition to Hsu, the Deep Thought team included Thomas Anantharaman, Mike Browne, Murray Campbell and Andreas Nowatzyk. Deep Thought became the first computer to beat a grandmaster in a regular tournament game when it beat Bent Larsen in 1988, but was easily defeated in both games of a two-game match with Garry Kasparov in 1989 as well as in a correspondence match with Michael Valvo. It was named after Deep Thought, a fictional computer in Douglas Adams' series, ''The Hitchhiker's Guide to the Galaxy''. The naming of chess computers has continued in this vein with Deep Blue, Deep Fritz, Deep Junior, etc. Deep Thought won the North American Computer Chess Championship in 1988 and the World Computer Chess Champ ...
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IBM Deep Blue
Deep Blue was a supercomputer for chess-playing based on a customized IBM RS/6000 SP. It was the first computer to win a game, and the first to win a match, against a reigning world champion under regular time controls. Development began in 1985 at Carnegie Mellon University under the name ChipTest. It then moved to IBM, where it was first renamed Deep Thought, then again in 1989 to Deep Blue. It first played world champion Garry Kasparov in a six-game match in 1996, where it won one, drew two, and lost three games. It was upgraded in 1997, and in a six-game re-match it defeated Kasparov by winning two games and drawing three. Deep Blue's victory is considered a milestone in the history of artificial intelligence and has been the subject of several books and films. History While a doctoral student at Carnegie Mellon University, Feng-hsiung Hsu began development of a chess-playing supercomputer under the name ChipTest. The machine won the North American Computer Chess C ...
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Deep Blue (chess Computer)
Deep Blue was a supercomputer for Computer chess, chess-playing based on a customized IBM RS/6000 SP. It was the first computer to win a game, and the first to win a match, against a reigning world champion under regular time controls. Development began in 1985 at Carnegie Mellon University under the name ChipTest. It then moved to IBM, where it was first renamed Deep Thought (chess computer), Deep Thought, then again in 1989 to Deep Blue. It first played world champion Garry Kasparov in a Deep Blue versus Garry Kasparov, six-game match in 1996, where it won one, drew two, and lost three games. It was upgraded in 1997, and in a six-game re-match it defeated Kasparov by winning two games and drawing three. Deep Blue's victory is considered a milestone in the history of artificial intelligence and has been the subject of several books and films. History While a doctoral student at Carnegie Mellon University, Feng-hsiung Hsu began development of a chess-playing supercomputer u ...
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North American Computer Chess Championship
The North American Computer Chess Championship was a computer chess championship held from 1970 to 1994. It was organised by the Association for Computing Machinery and by Monty Newborn, professor of computer science at McGill University. It was one of the first computer chess tournaments. The 14th NACCC was also the World Computer Chess Championship. The event was canceled in 1995 as Deep Blue was preparing for the first match against world chess 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 ..., and never resumed. References External linksACM COMPUTER CHESS by Bill Wall {{Chess, state=collapsed Computer chess competitions Recurring events established in 1970 ...
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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 began working on Chip Test, a chess computer. He was then a member of the teams that developed chess machines: HiTech and a project to culminate in Deep Blue. Murray Campbell worked on Deep Thought at Carnegie Mellon University. Deep Thought was a side project, and caught the attention of IBM. He afterwards joined IBM's team for Deep Blue, with ''Scientific American'' describing him as the IBM team's best chess player in 1996. He started working on Deep Blue in 1989, he served as the AI expert. In the match where Deep Blue beat world chess champion Garry Kasparov, in February 1997, Murray was there as an IBM computer scientist, and he moved the pieces as instructed by the computer program. Deep Blue in that match became the first compute ...
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Computer Chess
Computer chess includes both hardware (dedicated computers) and software capable of playing chess. 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 title, chess grandmaster or higher are available on hardware from supercomputers to Smartphone, smart phones. Standalone chess-playing machines are also available. Stockfish (chess), Stockfish, Leela Chess Zero, GNU Chess, Fruit (software), Fruit, 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 (computer science), heuristic methods to build, search and evaluate Tree (data structure), trees representing sequences of moves from the current position and attempt to execute ...
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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 arranged in an 8×8 grid. The players, referred to as White and Black in chess, "White" and "Black", each control sixteen Chess piece, pieces: one king (chess), king, one queen (chess), queen, two rook (chess), rooks, two bishop (chess), bishops, two knight (chess), knights, and eight pawn (chess), pawns, with each type of piece having a different pattern of movement. An enemy piece may be captured (removed from the board) by moving one's own piece onto the square it occupies. The object of the game is to "checkmate" (threaten with inescapable capture) the enemy king. There are also several ways a game can end in a draw (chess), draw. The recorded history of chess goes back to at least the emergence of chaturanga—also thought to be an ancesto ...
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Chess Computers
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 and back ends, back end with a command-line interface with no graphics or windowing system, windowing. Engines are usually used with a front end, a windowed graphical user interface such as Chessbase or WinBoard that the user can interact with via a keyboard, mouse or touchscreen. This allows the user to play against multiple engines without learning a new user interface for each, and allows different engines to play against each other. Many chess engines are now available for mobile phones and tablets, making them even more accessible. History The meaning of the term "chess engine" has evolved over time. In 1986, Linda and Tony Scherzer entered their program Bebe into the 4th World Computer Chess Championship, running it on "Chess E ...
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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). It was often held in conjunction with the World Computer Speed Chess Championship and the Computer Olympiad, a collection of computer tournaments for other board games. Instead of using engine protocols, the games are played on physical boards by human operators. The WCCC was open to all types of computers including microprocessors, supercomputers, clusters, and dedicated chess hardware. Due to the requirement to be present on-site, play on a physical board, and strict rules of originality, many strong programs refrain from participating in the ICGA events. As the conditions of the software championship can easily be emulated by anyone with a high-end PC, there are now privately conducted tournaments, such as Top Chess Engine Champions ...
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