A study that I performed on the history of Computer Chess and just what makes IBM's famous chess computer - Deep Blue - think. Specifically, I look at the game theory behind Deep Blue and Computer Chess, and try to explain the implications of Computer AI in the technology industry.
2. HOW TO PLAY CHESS
• Sequential-move strategy
game
• White moves first
• One piece at a time – no
jumping over pieces
• 6 types of pieces
• Win by “checkmate” –
capturing the opposing
King piece
5. CHESS
ORIGINS
• Originated in 6th
century A.D. as a war
game
• Was brought to
Persia by
ambassadors
• Popularized by
Western cultures
• Known as a “battle of
wits and intelligence”
http://www.kenilworthchessclub.org/kenilworthian/
2008/06/anand-on-indian-origins-of-chess.html
6. COMPUTER CHESS
ORIGINS
• Computers introduced in 1940’s
during WWII
• Post-war scientists realized the
potential for computers
• Believed that computers had the
potential to perform human tasks
• Allen Newell and Herbert Simon
pioneered fundamental ideas of
computer chess using Game
Theory
• Early attempts failed due to
limited processing power, until….
http://diva.library.cmu.edu/Newell/biography
.html
7. IBM’S “DEEP BLUE”
• Built by three students from Carnegie Mellon University in 1985
• Feng-hsiung Hsu, Murray Campbell, and Thomas Anantharaman
• Won first World Computer Chess Championship in 1989
• Joined IBM Research same year
• Purpose: To beat the human Grandmaster of Chess
• Most powerful chess computer at the time (256 processors
analyzing 200,000,000 moves a second)
Wikipedia – Deep
Blue
8. QUICK GAME THEORY REVIEW
•Game Tree
•Prune/Pruning
•Rollback (analysis)
•Intermediate Valuation Function
9. DEEP BLUE VS. GARRY KASPAROV
• February 10th, 1996
Match – Kasparov won 4
– 2
• Deep Blue won first game,
a first for history
• May 11th, 1997 Match –
Deep Blue won 3.5 – 2.5
• Another historic first
10. APPLICATION OF GAME THEORY
• Computer needs to be strong enough two algorithms:
• Intermediate Valuation Function (Evaluation Algorithm)
• Minimax Algorithm
• Evaluation Algorithm: Responsible for evaluating a
move to see if it is “good” or “bad”.
• Minimax Algorithm: Responsible for searching
through the game tree of chess to search for potential
moves. Also prunes tree to save time.
13. IMPLICATIONS OF
DEEP BLUE
• Proved that computers
are capable of
“superhuman
thinking”, not just
made for war
• Made breakthroughs in
the search for Artificial
Intelligence
• Set the groundwork for
modern computer
chess programs https://www.gamespot.com/articles/a-look-at-windows-vista-installed-
8 x 8 board game. Two player game where white moves first, and each player takes their turn sequentially. Each turn allows a player to move one piece (except in the case of special moves) at a time, in the process capturing pieces and removing them from play, all without jumping over pieces that are in the “paths of movement”.
There are 6 different types of pieces, all of which I will explain in the next slide because each type has their own unique rules and movement patterns.
A player wins a game if they put the opposing player’s King piece in a “checkmate”, a position that captures the King piece. Which I will demonstrate in a bit.
Explain these pieces
A player wins by putting the King of their opponent in “Checkmate” which is an event that is triggered by placing your pieces in such a way that your opponent can not move his King without it being captured your next turn. Note: A King is not actually captured, a checkmate is the end of the game.
Explain picture. Literally backed into a corner.
Chess is a game that originated from India in the 6th century. It was originally created as a battle-simulation game for the Indian military. About a hundred years or so later, it was then brought over to Persia (modern day Iran) via royal ambassadors.
It’s important to note that India’s chess was very different than chess as we know it today. And it was being exposed to Muslim culture that it gained it physical and theoretical design. For example: India’s pieces were very ornate, and Muslim culture required a more simple lifestyle, so the pieces began to be made of wood instead. Not only that, but they made the rules simpler to understand as well.
And of course the colonizing European countries brought chess over places such as Italy, Egypt, and Spain, where it then spread to other places and grew exponentially in popularity.
Serious attempts to try to make a chess computer did not begin until the late 1940’s after WWII. This is because computers were practically brand new and were mainly used as machines of war, only accessible by the military and government agencies. However, post-WWII scientists began to realize that there were other applications for these machines, which were growing stronger with every passing year.
In fact, they were becoming so powerful that people began to predict that computers could one day perform human tasks more efficiently than a human could. Even scientists began to believe that if a computer could play chess, one of the more challenging games for human intelligence, then “other problems that seemed to require human intelligence might also be solved”. Essentially, they wanted to try to build an Artificial Intelligence that was as smart or smarter than human beings.
Computer Chess was pioneered by two scientists named Allen Newell and Herbert Simon. Over the course of 10 years they came up with the foundational ideas that are behind every chess program known to man. Interestingly enough, these were based off concepts of Game Theory. Which I will explain in a bit.
But ironically, early attempts to actually build a successful computer with these fundamental ideas failed because computers were simply not strong enough to handle the amount of calculations that were needed. And computer chess programs continued to be unsuccessful until a computer named…..
…Deep Blue was born.
Deep Blue was created by three men named Feng-hsiung Hsu, Murray Campbell, and Thomas Anantharaman, whom were, at the time, students at Carnegie University. It was created in the year 1985, and at the time it was called the Chiptest computer. But it would later be renamed Deep Blue in the 1990’s.
Anyways, Deep Blue was already a very powerful computer, being able to analyze 50,000 chess moves a second, it won the World Computer Chess Championship just four years after its initial creation. And it was right after the Championship that IBM’s Research department approached the three and offered them jobs on their research team and the supplies they needed to improve their computer.
Now under the name of IBM, Deep Blue went through extensive research, testing, and upgrades. And only a mere 7 years later, it was able to analyze over 200,000,000 chess moves a second. This was due to it’s new, customized Super Chip chess processors that were as strong as 256 processors running all at the same time. Keeping in mind of course these were processors from the 1990’s, and not today’s processors, which are FAR stronger.
Purpose: To beat the Grandmaster of Chess, proving that computers can be as “smart” as humans. And Deep Blue did just that.
Game Tree – Graphical technique for displaying and analyzing game trees
Prune/Pruning – Using rollback analysis to identify and eliminate from a game tree those options that will not be chosen in rational gameplay
Rollback (analysis) – analyzing the choices that rational players will make at all nodes of the game, starting at terminal nodes and working backwards to the initial node
Intermediate Valuation Function – A rule assigning payoffs to nonterminal nodes in a game.
Explain briefly chess tournament rules. Kasparov’s accusation, and how one of it’s wins was the result of a bug?
Deep Blue, the most powerful computer at the time, became the first computer in history to defeat a human player in normal chess tournament conditions and time controls. A normal match consists of a set of 6 games with 3 minutes to make a move. The person that Deep Blue played against for two different matches was a man named Garry Kasparov, a Russian-born chess player that was the world-renouned world chess champion for the previous 5 years. He also held the title of Grandmaster of chess, the highest title a chess player can receive and is held for life.
The first time they played against each other was in February of 1996, and it was the first time that a computer beat a human in a game of chess under regular match conditions. Needless to say the world, and Kasparov, were astonished that it even happened, but still Kasparov came back to win the match 4-2.
However, after going back to the drawing board and spending a year making more upgrades to Deep Blue’s hardware and software, IBM faced off once again against Kasparov in May of 1997. This time, the team won the 6-game match with a score of 3.5-2.5, another historic first. And as you can see from the picture above, which shows the reactions of spectators watching the match, everyone was captivated by the match. It was a really close game too, with Deep Blue securing the whole thing in the last game.
The biggest question on everyone’s mind is probably: how did it do it? Well! There are a few requirements that a computer needs to fulfill in terms of hardware and software.
In terms of hardware, the computer needs to be strong enough to be able to run the two algorithms that make up the majority of a chess program. So it’s important to have a lot of processing power and memory, to be able to make calculations faster.
As for the chess program itself, it consists of two important algorithms, which Allen Newell and Herbert Simon discovered was required in their research, are the intermediate valuation function (aka evaluation algorithm) and the minimax algorithm. Both of which utilize Game Theory concepts that we reviewed earlier.
(See definitions above)
Evaluation algorithm is the heart and soul and the chess program, it is what deems a move to be “good” or “bad”.
Material - the value assigned to each piece type. Pawn could be 1, King infinity, because the loss of the king is the loss of the game.
Position - involves putting values on the number of “safe squares” for the pieces, or where you can move without losing a piece.
King safety - assigns a value to the current position of the king itself and whether it is in danger of being put in “checkmate”.
Tempo - the value of the calculated speed it will take for a user to gain control of the board, or in other words, how many moves before a checkmate could be forced.
I wish I could give specifics, but the algorithm involves very complicated math beyond my comprehension, and Deep Blue’s is a well-kept secret.
It is called the minimax algorithm because it is designed to minimize our maximum possible loss
To do this, it looks forward into the game tree, evaluating potential moves with the evaluation algorithm to find the most beneficial outcome.
It also prunes the tree along the way to save time in this search. It keeps going until it finds what is deemed the best outcome, and then follows it’s path back to the root of the game tree to then help the machine decide what move to make in the present.
At the time that Deep Blue was built, only the most powerful computers in the world were capable of performing these two algorithms at the same time and actually winning the games they played.
After 30 years of research, scientists were finally able to prove that computers have the potential for “superhuman thinking”, or just performing tasks better than humans can.
It made groundbreaking strides in the research of Artificial Intelligence
And perhaps the most important thing of all is that Deep Blue set the groundwork for future chess computer programs to use and build on. And with the superior technology that we have available to us today, the computer programs that are being made are FAR stronger than Deep Blue ever was. Keeping in mind again that Deep Blue could analyze 200,000,000 moves a second.