Chess
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John
McCarthy : Making
computer chess scientific)
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:
Marshall Brain : HowStuffWorks)
term :
Deep
Blue °ÔÀÓ
(Game) °è»ê (Computation)
°è»ê°¡´É¼º
ÀÌ·Ð (Computability Theory) °èȹ (Planning)
¹®Á¦Çذá (Problem Solving)
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»óŰø°£
(State Space) ÀΰøÁö´É
(Artificial Intelligence) Àû´ë
Ž»ö (Adversarial Search) ûũ (Chunk) ü½º (chess) Ãß·Ð
(Reasoning) ÄÄÇ»ÅÍ
(Computer) Ž»ö
(Search) Æ®¸®
(Tree) ÇнÀ (Learning)
ÈÞ¸®½ºÆ½ (Heuristic) Alan
Turing
site :
AI
Topics : Chess : AAAI. ¹Ì±¹ AI ÇÐȸ
Wikipedia
: Chess Computer
Chess
International
Computer Game Association : ÀÌÀüÀÇ Ã¼½º Çùȸ
Computer
Chess Programming : Paul Verhelst : publication
research group
and people
chess
link chess base
Yahoo
:
Chess : ü½ºÀÇ ÀϹÝÀû Áö½Ä
paper :
µÎ³ú¿Í ±â°è
: Donald G. Fink
T.
Anthony Marsland : publications
- Computers, Chess, and
Cognition. Springer-Verlag, Berlin. 1990
- Computer chess and search, in
Encyclopedia of Artificial Intelligence, S. Shapiro (editor), J. Wiley
& Sons, 2nd edition, 1992, 224-241.
Heuristic
Search ÀÇ ¿ª»ç : [Monty
Newborn 1996 Computer Chess Comes of Age] Àº ÄÄÇ»ÅÍ Ã¼½º¿¡ °üÇÑ
Ã¥À¸·Î¼, 1996³â¿¡ DEEP BLUE °¡ Garry Kasparov ¿¡°Ô ÆÐÇÒ ¶§±îÁöÀÇ ¿ª»ç¸¦ ¿°ÅÇÑ
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[John
McCarthy 1997 AI as
Sport] À» ÂüÁ¶Ç϶ó. McCarthy ´Â ü½º ÇÁ·Î±×·¥ÀÌ Á»´õ Àΰ£°ú ºñ½ÁÇÑ
Ãß·Ð ¹æ¹ýÀ» »ç¿ëÇÑ´Ù¸é ´õ ÀûÀº Ž»öÀ¸·Îµµ ´õ ³ªÀº ¼º´ÉÀ» º¸ÀÏ °ÍÀ̶ó°í ÇÏ¿´´Ù.
[Donald
Michie
1966 Game Playing and Game Learning Automata] ´Â ±â´ë°ª ÃÖ´ëÈ (expectimax) ¶ó´Â ¸»À» ¸¸µé°í ÀÌ ±â¹ý¿¡ ´ëÇÑ ½ÇÇèÀ» ¼öÇàÇÏ¿´´Ù......
[½Å°£ ¾È³»: '´õ ÅÍÅ©
(Turk)'] ÄÄÇ»ÅÍ, Å͹ø µÎ¸£°í ü½º µÎ´Ù : Áß¾ÓÀϺ¸ :
The Turk : The University of Alberta GAMES Group
: The Turk : ü½º ÇÁ·Î±×·¥ ½ÇÇà
:
history :
- 1769, Baron Wolfgang de
Kempelen builds the Automaton
Chess-Player, in what becomes one of the greatest hoaxes of its period.
- 1868, Charles Hooper presented the Ajeeb automaton—which had a human chess player inside.
- 1912, Leonardo Torres y Quevedo builds a
machine that could play King and Rook versus King endgames.
- 1948, Norbert
Wiener's book Cybernetics describes how a chess program could be
developed using a depth-limited minimax search with an evaluation function.
- 1950, John von
Neumann develops a chess program (on a bishopless 6x6 board) on the MANIAC I.
- 1951, Alan Turing
develops on paper the first program capable of playing a full game of chess.
- 1952, Dietrich Prinz
develops a program that solves chess problems.
- 1956, invention of alpha-beta search algorithm by John McCarthy
- 1958, NSS becomes the first chess program to use alpha-beta searching.
- 1958, first programs that could play a full game of chess were developed,
one by Alex Bernstein and
one by Russian programmers using a BESM.
- 1967, first computer chess match between the Kotok-McCarthy
program and the ITEP program developed at Moscow Institute for
Theoretical and Experimental Physics
- 1970, first year of the ACM North American Computer Chess Championships
- 1974, first World Computer Chess Championship
- 1977, establishment of the International Computer
Chess Association
- 1980, Chess 4.6 developed at Northwesten University running on a Control Data computer becomes
the first chess computer to be a successful at a major chess tournament.
- 1980, establishment of the Fredkin Prize.
- 1982, Ken Thompson's
hardware chess player Belle earns a US
master title.
- 1988, HiTech developed by Hans Berliner and Carl Ebeling wins a
match against grandmaster Arnold Denker 3.5 - 0.5.
- 1988, Deep Thought shares first
place with Tony Miles in the
Software Toolworks Championship, ahead of a former world champion Mikhail Tal and several
grandmasters including Samuel Reshevsky, Walter Browne, Gruenfeld and Gurevich. It also defeats
grandmaster Bent Larsen,
making it the first computer to beat a GM in a tournament. Its rating for
performance in this tournament of 2745 (USCF scale) was the highest obtained by
a computer player.
- 1989, Deep Thought loses two exhibition games to Garry Kasparov, the reigning world champion.
- 1992, first time a micro, the Chessmachine Gideon 3.1 by Ed Schroeder, wins
the 7th World Computer Chess Championship in front of mainframes and special
hardware.
- 1997, Deep Blue wins a
six-game match against Garry Kasparov +2-1=3 (see [1] (http://chess.ibm.com)).
- 2002, Vladimir
Kramnik draws an eight-game match against Deep Fritz.
- 2003, Kasparov draws a six-game match against Deep Junior.
- 2004, a team of computers (Hydra, Deep Junior and Fritz), win 8.5-3.5
against a rather strong human team formed by Topalov, Ponomariov and Karjakin,
which have an average ELO rating of 2681. ........ (Wikipedia
: Computer
Chess)