Behind Deep Blue: Building the Computer That Defeated the World Chess Champion

Behind Deep Blue: Building the Computer That Defeated the World Chess Champion

Behind Deep Blue: Building the Computer That Defeated the World Chess Champion

Behind Deep Blue: Building the Computer That Defeated the World Chess Champion

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Overview

The riveting quest to construct the machine that would take on the world’s greatest human chess playertold by the man who built it

On May 11, 1997, millions worldwide heard news of a stunning victory, as a machine defeated the defending world chess champion, Garry Kasparov. Behind Deep Blue tells the inside story of the quest to create the mother of all chess machines and what happened at the two historic Deep Blue vs. Kasparov matches. Feng-hsiung Hsu, the system architect of Deep Blue, reveals how a modest student project started at Carnegie Mellon in 1985 led to the production of a multimillion-dollar supercomputer. Hsu discusses the setbacks, tensions, and rivalries in the race to develop the ultimate chess machine, and the wild controversies that culminated in the final triumph over the world's greatest human player. With a new foreword by Jon Kleinberg and a new preface from the author, Behind Deep Blue offers a remarkable look at one of the most famous advances in artificial intelligence, and the brilliant toolmaker who invented it.


Product Details

ISBN-13: 9780691235141
Publisher: Princeton University Press
Publication date: 05/03/2022
Sold by: Barnes & Noble
Format: eBook
Pages: 328
File size: 32 MB
Note: This product may take a few minutes to download.

About the Author

Feng-hsiung Hsu is the founding father of the Deep Blue project. He is now a senior researcher at Microsoft Research Asia.

Read an Excerpt

COPYRIGHT NOTICE: Published by Princeton University Press and copyrighted, © , by Princeton University Press. All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher, except for reading and browsing via the World Wide Web. Users are not permitted to mount this file on any network servers.

Chapter 1

Show Time!

In late April 1997, posters for an unusual chess event were appearing on the streets of New York. They showed a somber and pondering gentleman in his early 30s peering over a chess set at the viewers. The small caption under his chin said, "How do you make a computer blink?" The gentleman on the poster was the World Chess Champion Garry Kasparov, possibly the strongest chess player who has ever lived.

Off the street, in the basement of the Equitable Building, I was staring at the blank screens in an empty auditorium. In a few days, the auditorium would be filled with an overflowing crowd; TV cameras would be entrenched at vantage locations and the three huge projection screens at the front would come to life. The left screen would be showing a live image from a TV studio on the 35th floor of the building, serving as the game room. The live image would usually show the two contestants sitting across a specially designed playing table. The contestant on the left would be Garry Kasparov. The contestant on the other side would be one of my two colleagues, Murray Campbell and Joe Hoane, or me.Garry's real opponent was the chess computer, Deep Blue, that the three of us had designed and programmed. During the games we acted merely as extensions of Deep Blue and made moves for it on the physical chessboard. In the auditorium itself, three chess commentators, sometimes with a guest commentator or two, would be using the center screen to show their analysis of the ongoing game. The right screen would be displaying the overhead shot of the chessboard. This way, the audience in the auditorium would have a clear view of the present game position.

It had taken me almost twelve years to reach this point. When I started, Garry was not the World Champion; it was a few months yet before he was crowned. For the past eleven years, since 1986, my partners and I had been building successively more powerful chess computers. Our eventual goal was to beat the World Chess Champion, whoever he or she was.

Before us, many pioneers, some famous and some not so famous, had made their contributions to the "Computer Chess Problem". In 1949, Claude Shannon made his proposal on how to program a computer to play chess. Since then, thousands of computer scientists, engineers, hobbyists, chess players, and even commercial organizations had worked on the problem. Some wanted to use chess as an experimental tool to find out how human intelligence worked. "If one could devise a successful chess machine, one would seem to have penetrated to the core of human intellectual endeavor," said Allen Newell, Cliff Shaw and Herbert Simon in one of the early computer chess papers. Other people viewed chess as a clear-cut, well-defined example of a complex problem. "Solving" chess could conceivably provide new techniques to solve other complex problems. The commercial entities did it for profit, of course, and some people, especially the hobbyists, did it just for fun.

We approached the problem from a different direction. We, or at least I, viewed the problem as a purely engineering one. Since the late 1970s, it had been established that chess computers became stronger as their hardware speed increased. By 1985, when I started my small project that eventually become Deep Blue, the extrapolation from the experimental data indicated that a one thousandfold increase in hardware speed might be sufficient to produce a World Champion-class chess machine. Our project began with a simple goal, namely, to find out whether a massive increase in hardware speed would be sufficient to "solve" the Computer Chess Problem. Building this "Mother of all Chess Machines" was an interesting problem by itself. Of course, it would be an added bonus if our machine could indeed defeat the World Champion.

The previous version of Deep Blue, lost a match to Garry Kasparov in Philadelphia in 1996. But two-thirds of the way into that match, we had played to a tie with Kasparov. That old version of Deep Blue was already faster than the machine that I conjectured in 1985, and yet it was not enough. There was more to solving the Computer Chess Problem than just increasing the hardware speed. Since that match, we rebuilt Deep Blue from scratch, going through every match problem we had and engaging Grandmasters extensively in our preparations. Somehow, all the work caused Grandmaster Joel Benjamin, our chess advisor, and one of the best chess players in the US, to say, "You know, sometimes Deep Blue plays chess." Joel could no longer distinguish with certainty Deep Blue's moves from the moves played by the top Grandmasters.

The press covered this new match with much anticipation. If the new Deep Blue won the match, then it would be a momentous occasion in the long history of men as toolmakers. It would also be the completion of a long-sought-after milestone for computer scientists and artificial intelligence researchers. It was almost certain that this match would be bigger than any World Chess Championship match, with possibly the sole exception of the Fischer vs. Spassky match in 1972. If we did win, perhaps not even that Fischer vs. Spassky match would compare.

The new Deep Blue was much improved, but would it be enough? Would the journey begun by my partners and me so many years ago finally be over?

Table of Contents

Preface i Acknowledgements v Chess Notation viii CHAPTER 1: Prologue: Show Time! 1
CHAPTER 2: Carnegie Mellon: An Office of Troublemakers 6
CHAPTER 3: Taking the Plunge 17
CHAPTER 4: The Chess Machine That Wasn't 43
CHAPTER 5: The Race for First Machine Grandmaster 66
CHAPTER 6: "Knock, Knock. Who's There?" 87
CHAPTER 7: Intermezzo: First Date with History 102
CHAPTER 8: IBM: We Need a New Name 120
CHAPTER 9: Bringing up the Baby 138
CHAPTER 10: A Living Mount Everest 157
CHAPTER 11: Retooling 181
CHAPTER 12: The Holy Grail 199
CHAPTER 13: Epilogue: Life After Chess 256
APPENDIX A: A Lad from Taiwan 270
APPENDIX B: Selected Game Scores 285
APPENDIX C: Further Reading 290
Index 293

What People are Saying About This

From the Publisher

“Vivid and gripping. . . . A fascinating study, of men as well as machines.”Christopher F. Chabris, Wall Street Journal

“Clear and exciting: adversity encountered, challenges met, all with the human elements of pride and anxiety and triumph.”Anthony Day, Los Angeles Times

“A fascinating account of the IBM computer and the match, written by its programmer.”Lubomir Kavalek, Washington Post

“A thrilling page-turner.”Elizabeth Armstrong, Christian Science Monitor

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