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Man versus Machine today
In one six-game match, the 1996 Kasparov-Deep Blue "showdown" demonstrated both the great strengths and the great weaknesses of 1990s computer chess machines. The diagram in figure 5.6 illustrates how quantity can indeed become quality. This position was taken from Game 1 of the match. Deep Blue's move23 was P-Q5 (or d5 in algebraic notation). This strong move completed thedemolition of Kasparov's pawn structure; all Black's pawns were soon isolated and unable to support each other. Kasparov knew that 23. P-Q5 was a strong move, but he did not expect it from a computer, because it involved a pawn sacrifice -- something computers are often reluctant to do. However, Deep Blue, in analyzing the position, saw deeply enough to realize that 23. P-Q5 was only a temporary pawn sacrifice; that is, it saw that it would later win back the pawn and retain all the other advantages. As figure 5.7 illustrates, however, computers can sometimes lack basic chess concepts that are understood even by amateur players. The diagram shows the final position in Game 6 of the match. Although Deep Blue was actually a pawn ahead, its pieces were all trapped, or immobilized. Deep Blue had not recognized the danger in this position many moves earlier, when there was still a chance to avoid it. If Deep Blue had not resigned, Kasparov could have won easily by, for example, opening up the king side and attacking the undefended king. The human ability to reason about permanently trapped pieces was a deciding factor in this game.
Although the competitive aspects of human-versus-computer play attract
considerable attention, cooperation between man and machine is
becoming more and more common. Many grandmasters use PC chess programs
to help them analyze chess positions. And players can now learn more
about chess endgames by studying computer-generated endgame databases
that demonstrate perfect play in positions with five or fewer pieces
on the board. But, perhaps most notably, Kasparov feels that the 1996
match with Deep Blue helped him understand more about chess. This may
be a sign of things to come.
Given recent advances in hardware speed and algorithms, I believe
Kasparov's loss to a machine in a regulation match was
inevitable. Kasparov still has the advantage in that he has the
ability to adapt quickly to weaknesses in a computer opponent, a skill
that current chess-playing machines lack. With continued progress,
however, it is likely that we will see the end of competitive matches
between man and machine sometime in the next century. Certainly
competitive chess will continue: man against man; machine against
machine. Ultimately, though, the computer's superiority over human
players will be so great that the only value in man-versus-machine
play would be the instructional benefit it provides human players, or
-- as in 2001 -- ts recreational use on journeys to
faraway planets. The applications that have been, and will continue to
be derived from developing a world-class chess machine will advance
our use of computers as tools for solving other complex problems. Even
so we are still decades away from creating a computer with HAL's
capabilities.
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