The more
deeply a computer chess program is allowed to calculate, the
better it plays, and with the inexorable march of Moore's
Law, the programs have gotten much better over the years.
Why, then, do the very best grandmasters still hold their
own against the silicon beasts?
A few
months ago, in New York City, Garry Kasparov, the top-rated
player in the world, drew a match against a leading chess
program from Germany that runs on an Intel Xeon server with
four 2.8-GHz processors and 4GB of RAM. Kasparov faced a special,
three-dimensional-display version of his opponent [see photo,
"3-D Chess"]. The previous
year he had drawn the Israeli program Deep Junior in the same
venue. Sometime before that match, Vladimir Kramnik, ranked
second worldwide, had drawn an earlier version of Fritz.
Yet while
the computers are running on faster hardware, with better
software and larger databases of chess openings, humans are
pretty much stuck with the brains they have. We carbon-based
life forms don't get upgrades every 20 months, at least not
after our mid-20s, when grandmasters tend to peak. Kasparov,
the most successful player ever, is 40, with more than a few
gray hairs, and, if anything, he ought to be getting weaker.
Why,
then, can the machines still not blow him off the board?
Sheer
hardware power ought to tell—some day. Way back in 1982,
the legendary programmer Kenneth Thompson staged a landmark
experiment that determined exactly how much better a chess
program would play if given the opportunity to look further
ahead. (Thompson, a researcher at Bell Laboratories in Murray
Hill, N.J., was a designer of Unix.) Thompson pitted his then-top
chess machine, Belle, against itself in hundreds of games,
calculating its play on one side of the board a half-move
deeper than its play on the other side. (A half-move is a
move by one player; the full move is completed when the other
player replies.)
The side
with the extra half-move won three games out of four, corresponding
to a 200-point gap in chess rating—roughly the difference
between a typical grandmaster (about 2600) and Kasparov (2830).
Increased search depth continues to this day to provide the
same edge—for programs playing other programs.
Human
opponents are a different story because carbon and silicon
players have different strengths and weaknesses, the proper
exploitation of which has not been fully worked out. There
is therefore plenty of room for improvement.
While
Fritz dithered, moving pieces back and forth, Kasparov methodically
shoved a pawn down its throat
The human
weak point lies in calculation, while the computer's is in
long-term strategy. The trick is to prepare openings that
push the other side into the kind of game that accentuates
its weaknesses. A good example came in the third game of the
recent match, when an opening innovation on move nine gave
Kasparov not merely the superior game but one that Fritz could
not understand—a barricaded position that required each
side to mount glacially slow maneuvers against carefully chosen
targets. So slow were the maneuvers that the machine could
not see their point until it was too late.
The situation
was that Kasparov, playing white, advanced on the queenside
(the side of the board to white's left), leaving Fritz free
to advance on the kingside. Fritz should have begun by pushing
its king bishop pawn from its initial square, on f7, to f4,
where it could be exchanged for white's king pawn, on e3.
That would have opened lines for black's rooks and created
weaknesses around the square f2 (white's king bishop pawn)
for black to attack the uncastled white king.
Kasparov
made sure that Fritz would never see the light at the end
of that tunnel by making the tunnel longer. He played his
rook on the left side up a square to b2 [see chessboard, "Touché!"],
thereby defending the f2 square even though it wasn't yet
attacked. The future weakness at that point was therefore
pushed beyond the computer's search horizon, so it never got
around to advancing on the kingside at all.
Instead,
Fritz dithered, moving its pieces back and forth while Kasparov
methodically shoved a pawn down its throat, to make a new
queen. Michael Greengard, a veteran chess commentator, called
Kasparov's move "a classic piece of anticomputer play, the
sort of thing I did against the laptop chess machines of the
1980s."
Fritz
did better in the games where it could get its pieces flying
about. Indeed, Kasparov says it plays better than IBM's Deep
Blue did in 1997, when it shockingly defeated Kasparov. In
a critical position from that match, Deep Blue missed a subtle
line of play that would have led to a draw, which Kasparov
also overlooked. "Fritz today finds the draw in two minutes,"
Kasparov said with a smile. "But, of course, we humans are
learning too."