26 Computers and Chess.pdf

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26.
COMPUTERS
AND CHESS
CHAPTER RE VIE W
“Deep Blue was as
intelligent as your alarm
clock. Though, of course,
losing to a ten million dol-
lar alarm clock was not the
most pleasant experience.”
—Garry Kasparov
SU B C HAPTER S
Playing Deep Blue
Computers Limiting Creativity
Garry’s matches in 1996 and 1997 with IBM’s Deep Blue chess
computer rocked the chess and computer science communities to
their cores, but Garry insists that this impact is irrelevant to the
game’s value and popularity for human players. Computers are
invaluable study aids, but at the board between two human
players, chess is a psychological game and a competitive sport,
not an equation to be solved. Chess is not wholly mathematical,
and there’s no such thing as “a perfect game” despite the
computer’s best efforts. World championship matches are riddled
with human inaccuracies as the players’ emotions fluctuate with
increased stress or emotion. While a computer can calculate its
path through a game of chess via brute force, it’s not really
playing the same game since the tenets of psychology don’t apply
to it.
Garry admits that computers have become entangled in the lives
of chess players today, and it troubles him. Developing technique
no longer requires players to spend decades closely studying the
game, as the presence of the computer makes cheap experience
infinitely attainable. Garry believes that the newest generation of
chess enthusiasts are at risk of diminishing their creative
thinking abilities since they are often content to accept the
machine’s recommendations blindly, without reviewing them
with a coach or even their own brains. You have to turn off the
chess engine sometimes to exercise your mind. After all, unless
you’re cheating you won’t have any silicon assistance during your
games!
G ARRY ’ S D OUB LE CHECK
“It took me 20 years to go over my matches against Deep Blue
in depth for my 2017 book
Deep Thinking,
and it was still a
painful task! What helped was that I came to understand that
my experiences with chess machines formed a useful template
for many other areas where human cognition is competing and
cooperating with increasingly intelligent machines. I wasn’t
interested in writing only about Deep Blue, but as part of the
much bigger picture about the future of human-machine
collaboration, it was a fascinating project.”
GARRY K A SPAROV
71
26.
COMPUTERS
AND CHESS
LE ARN M ORE
While not mathematically infinite, chess could be said to be
limitless for practical purposes. The Shannon Number of
possible chess games is 10
120
!
Learn how your computer plays the game,
then challenge it.
Were you able to adapt your playing style to successfully com-
pete with the computer?
In this 2010
New York Review of Books
article,
Garry further
examines the computer’s place in the game of chess.
Garry gave a TED Talk on his matches with Deep Blue and
human-machine collaboration in 2017.
Watch the talk
and
leave a comment in the discussion.
GARRY K A SPAROV
72
26.
NOTES
GARRY K A SPAROV
73
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