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Essay / Computer Chess: The History of Computer Chess - 2732
Computer ChessHistory of Computer ChessThe period 1949 and 1950 is considered the birth of computer chess. In 1949, Claude Shannon, an American mathematician, wrote an article entitled “Programming a computer to play chess” (5). The article contained the basic principles of programming a computer to play chess. It describes two possible search strategies for a movement that avoid the need to consider all variations with respect to a particular position. These strategies will be described later when we talk about implementing chess as a computer program. Since then, no other strategy has been developed that works better and all engines use one of these strategies at their core. About a year later, in 1950, an English mathematician Alan Turing (6) (published in 1953) proposed an algorithm to teach a machine to play chess. Unfortunately, at that time there was no machine powerful enough to implement such an algorithm. Therefore, Turing developed the algorithm manually and played against one of his colleagues. The algorithm lost, but this is the beginning of computer failures. The same year, John von Neumann created a very powerful calculating machine for the time. The machine was built to perform calculations for the Manhattan Project. But before being used there, it was tested by implementing an algorithm to play a simplified variant of the game (6x6 board with no bishops, no castling, no two-square pawn movement and some other restrictions) . The machine played three games: it fought against white, lost to a strong player, and beat a girl who had been taught to play chess a week before (7). In 1958, a big step forward in this field was made by scientists at Carnegie-Mellon University...... middle of paper ...... the age here is that it is possible to accumulating information on the effectiveness of each move throughout the game tree, unlike killer moves where only a certain subtree is considered. Each time a move turns out to be good (causing a quick cut or obtaining a high evaluation score), its characteristic, which indicates the quality of this move, is increased and the greater this characteristic, the privilege of the move in the list is higher. For example, the move that was placed among the best 2 tricks ago will still have a good characteristic and can be placed on top even if a different piece may move that way now. Thus, in figure 4, after the continuation of game 1. … Qxc3 2. Bxc3, White's move Bxf6 (instead of Qxf6 there is a move) is always dangerous. Of course, all this only makes sense for a certain period of time and so the history table needs to be cleaned periodically..