"It can't be bargained with. It can't be reasoned with. It doesn't feel
pity, or remorse, or fear," said the hunted human, Reese,
of the title character in the movie, The Terminator. He could
have been speaking of Deep Junior (DJ), the computer chess
champion of the world. After a six-game match slugged out
over two weeks in New York City against Garry Kasparov,
the highest-rated human player ever, the computer managed
an even score.
Jeff Christensen/Reuters
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Chess grandmaster Garry Kasparov studies the board in the fourth game of his match against Deep Junior, in New York City. The six-game contest ended in a draw on 7 February.
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Matters could hardly have gone better for the event's chief sponsor,
the International Chess Federation (FIDE, Lausanne), which
put up a US $1 million prize. Upwards of two million people
followed the games live on a number of Web sites that carried
move-by-move commentary by grandmasters and tyros alike.
Six years ago, the legendary Russian grand master Kasparov, then world
champion, attributed a certain inhuman sentience to IBM Corp.'s
Deep Blue, a dedicated chess machine with hundreds of processors
that made history by beating him. It is a measure of how far
things have come that he must now pay similar respect to a
commercially available program (albeit one running on up to
8 off-the-shelf microprocessors with as much as 8 GB of RAM).
To be sure, even the best computers still occasionally make moves
so strange or stupid that no human, not even a beginner, could
have made them. Yet no such moves, with "silicon" written
all over them, cropped up in this match.
However, several bad moves certainly had "carbon" written all over
them—the all-too-human mistakes of Kasparov. "DJ has
so far passed the chess Turing test," wrote chess analyst
Michael Greengard on chessbase.com. (Alan Turing, the British
mathematician, famously proposed that any computer, communicating
remotely, that could not be distinguished from a human being
must be deemed intelligent.)
In the first three games, Kasparov got an advantage by exploiting
the machine's shaky strategic insight. This manifested itself
in Deep Junior's propensity to position pieces poorly (in
games one and two) and allow the weakening of its king's position
(in game three). Yet Kasparov won only the first of those
three games. The computer's nerveless feats of calculation
enabled it to exploit Kasparov's tactical mistakes to draw
the second game and win the third. Kasparov got no advantage
at all in the fourth and fifth games and was fortunate to
draw them. In the sixth game, Kasparov got a rather better
position, but—cowed by his earlier reversals—he
agreed to a draw.
In the game the computer won, the third, Kasparov (playing White)
sacrificed a pawn to develop a powerful attack, but Deep Junior's
precise defense whittled down his advantage. Kasparov, by
now short of time—each player is allotted a quota for
each game—tried to force a draw. But on move 32, he miscalculated
by moving his rook to the square h5 [see "Grid"].
Looking ahead, Kasparov expected Deep Junior to grab the White pawn
at d4 with its queen, which would have allowed him to sacrifice
his rook, taking the pawn at h7; after the Black king captures
the rook, Kasparov's queen can take Black's knight, beginning
an infinite series of checks that would lead to a draw.
However, Deep Junior instead found a canny alternative, taking the
pawn with its knight instead of with its queen. The move required
seeing ahead nine captures and recaptures, checks and threats,
all in a forcing line—that is, one in which the defender
typically has only one or two possible moves. Kasparov himself
would surely have discovered this move, if he had been at
his best, with plenty of time to think, rather than the 10
minutes he actually had to make his next eight moves. The
computer not only had far more time left on its clock, it
required far less time to see the combinations. And, of course,
the computer is always at its best when it is a matter of
brute-force calculation.
Two more checks by the White knight followed, but because of Deep Junior's
shrewd 32nd move, they had to stop, given the impending counter-sacrifice
of Black's knight, at b3, with check, opening the way for
the Black queen to d1, checkmate.
Faced with the prospect of being down two pawns with no compensating
attack, Kasparov clutched his head in disgust. After two more
moves, he resigned, leaving the match tied. Neither side would
win another game.
For an analysis of what the latest man-computer chess match says
about the ongoing contest between human and machine intelligence,
got to
http://www.spectrum.ieee.org/WEBONLY/wonews/mar03/chesscom.html.