Deep Blue
http://id.wikipedia.org/wiki/Deep_Blue
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Deep Blue
Deep Blue was a chess-playing computer developed by IBM. On May 11, 1997, the machine,
with human intervention between games, won the second six-game match against world
champion Garry Kasparov, two to one, with three draws. Kasparov accused IBM of cheating
and demanded a rematch. IBM refused and retired Deep Blue. Kasparov had beaten a
previous version of Deep Blue in 1996.
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Origins
The project was started as ChipTest at Carnegie Mellon University byFeng-hsiung Hsu,
followed by its successor, Deep Thought. After their graduation from Carnegie Mellon,
Hsu, Thomas Anantharaman, andMurray Campbell from the Deep Thought team were hired
by IBM Research to continue their quest to build a chess machine that could defeat the world
champion. Hsu and Campbell joined IBM in autumn 1989, with Anantharaman following
later. Anantharaman subsequently left IBM for Wall Street and Arthur Joseph Hoane joined
the team to perform programming tasks. Jerry Brody, a long-time employee of IBM
Research, was recruited for the team in 1990. The team was managed first by Randy Moulic,
followed by Chung-Jen (C J) Tan.
After Deep Thought's 1989 match against Kasparov, IBM held a contest to rename the chess
machine and it became "Deep Blue", a play on IBM's nickname, "Big Blue". After a scaled
down version of Deep Blue, Deep Blue Jr., played Grandmaster Joel Benjamin, Hsu and
Campbell decided that Benjamin was the expert they were looking for to develop Deep
Blue's opening book, and Benjamin was signed by IBM Research to assist with the
preparations for Deep Blue's matches against Garry Kasparov.
In 1995 "Deep Blue prototype" (actually Deep Thought II, renamed for PR reasons) played in
the 8th World Computer Chess Championship. Deep Blue prototype played the computer
program Wchess to a draw while Wchess was running on a personal computer. In round 5
Deep Blue prototype had the white pieces and lost to the computer program Fritz 3 in 39
moves while Fritz was running on an Intel Pentium 90Mhz personal computer. In the end of
the championship Deep Blue prototype was tied for second place with the computer program
Junior while Junior was running on a personal computer.
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On February 10, 1996, Deep Blue became the first machine to win a chess game against a
reigning world champion(Garry Kasparov) under regular time controls. However, Kasparov
won three and drew two of the following five games, beating Deep Blue by a score of 42
(wins count 1 point, draws count point). The match concluded on February 17, 1996.
Deep Blue was then heavily upgraded (unofficially nicknamed "Deeper Blue") and played
Kasparov again in May 1997, winning the six-game rematch 32, ending on May 11.
Deep Blue won the deciding game six after Kasparov made a mistake in the opening,
becoming the first computer system to defeat a reigning world champion in a match under
standard chess tournament time controls.
The system derived its playing strength mainly out of brute force computing power. It was
a massively parallel,RS/6000 SP Thin P2SC-based system with 30 nodes, with each node
containing a 120 MHz P2SC microprocessor, enhanced with 480 special purpose VLSI chess
chips. Its chess playing program was written in C and ran under the AIX operating system. It
was capable of evaluating 200 million positions per second, twice as fast as the 1996 version.
In June 1997, Deep Blue was the 259th most powerful supercomputer according to
the TOP500 list, achieving 11.38 GFLOPS on the High-Performance LINPACK benchmark.
The Deep Blue chess computer that defeated Kasparov in 1997 would typically search to a
depth of between six and eight moves to a maximum of twenty or even more moves in some
situations. Levy and Newborn estimate that one additional ply (half-move) increases the
playing strength 50 to 70 Elo points.
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Deep Blue's evaluation function was initially written in a generalized form, with many to-bedetermined parameters (e.g. how important is a safe king position compared to a space
advantage in the center, etc.). The optimal values for these parameters were then determined
by the system itself, by analyzing thousands of master games. The evaluation function had
been split into 8,000 parts, many of them designed for special positions. In the opening book
there were over 4,000 positions and 700,000 grandmaster games. The endgame database
contained many six piece endgames and five or fewer piece positions. Before the second
match, the chess knowledge of the program was fine tuned by grandmaster Joel Benjamin.
The opening library was provided by grandmasters Miguel Illescas, John Fedorowicz,
and Nick de Firmian. When Kasparov requested that he be allowed to study other games that
Deep Blue had played so as to better understand his opponent, IBM refused. However,
Kasparov did study many popular PC computer games to become familiar with computer
game play in general.
Writer Nate Silver suggests that a bug in Deep Blue's software led to a seemingly random
move (the 44th in the first game) which Kasparov misattributed to "superior intelligence".
Subsequently, Kasparov experienced a drop in performance due to anxiety in the following
game.
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Aftermath
After the loss, Kasparov said that he sometimes saw deep intelligence and creativity in the
machine's moves, suggesting that during the second game, human chess players had
intervened on behalf of the machine, which would be a violation of the rules. IBM denied that
it cheated, saying the only human intervention occurred between games. The rules provided
for the developers to modify the program between games, an opportunity they said they used
to shore up weaknesses in the computer's play that were revealed during the course of the
match. Kasparov requested printouts of the machine's log files but IBM refused, although the
company later published the logs on the Internet. Kasparov demanded a rematch, but IBM
refused and dismantled Deep Blue. Owing to an insufficient sample of games between Deep
Blue and officially rated chess players, a chess rating for Deep Blue was not established.
In 2003 a documentary film was made that explored these claims. Entitled Game Over:
Kasparov and the Machine, the film interviews some people who suggest that Deep Blue's
victory was a ploy by IBM to boost its stock value.
One of the cultural impacts of Deep Blue was the creation of a new game
called Arimaa designed to be much more difficult for computers than chess.
One of the two racks that made up Deep Blue is on display at the National Museum of
American History in their exhibit about the Information Age
; the other rack appears at
the Computer History Museum in the "Artificial Intelligence and Robotics" gallery of the
Revolution exhibit. (Reports that Deep Blue was sold toUnited Airlines appear to originate
from confusion between Deep Blue itself and other RS6000/SP2 systems. )
Feng-hsiung Hsu later claimed in his book Behind Deep Blue that he had the rights to use the
Deep Blue design to build a bigger machine independently of IBM to take Kasparov's
rematch offer, but Kasparov refused a rematch.
Deep Blue, with its capability of evaluating 200 million positions per second, was the fastest
computer that ever faced a world chess champion. Today, in computer chess research and
matches of world class players against computers, the focus of play has often shifted to
software chess programs, rather than using dedicated chess hardware. Modern chess
programs like Houdini, Rybka, Deep Fritz, or Deep Junior are more efficient than the
programs during Deep Blue's era. In a recent match, Deep Fritz vs. world chess
champion Vladimir Kramnik in November 2006, the program ran on a personal computer
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containing two Intel Core 2 Duo CPUs, capable of evaluating only 8 million positions per
second, but searching to an average depth of 17 to 18 plies in themiddlegame thanks
to heuristics.
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Deep Blue
OverviewTransforming the WorldCultural ImpactsThe TeamIn Their Words
On May 11, 1997, an IBM computer called IBM Deep Blue beat the world chess
champion after a six-game match: two wins for IBM, one for the champion and three
draws. The match lasted several days and received massive media coverage around the
world. It was the classic plot line of man vs. machine. Behind the contest, however, was
important computer science, pushing forward the ability of computers to handle the
kinds of complex calculations needed to help discover new medical drugs; do the broad
financial modeling needed to identify trends and do risk analysis; handle large database
searches; and perform massive calculations needed in many fields of science.
Since the emergence of artificial intelligence and the first computers in the late 1940s,
computer scientists compared the performance of these giant brains with human
minds, and gravitated to chess as a way of testing the calculating abilities of computers.
The game is a collection of challenging problems for minds and machines, but has
simple rules, and so is perfect for such experiments.
Over the years, many computers took on many chess masters, and the computers
lost.
IBM computer scientists had been interested in chess computing since the early
1950s. In 1985, a graduate student at Carnegie Mellon University, Feng-hsiung Hsu,
began working on his dissertation project: a chess playing machine he called ChipTest. A
classmate of his, Murray Campbell, worked on the project, too, and in 1989, both were
hired to work at IBM Research. There, they continued their work with the help of other
computer scientists, including Joe Hoane, Jerry Brody and C. J. Tan. The team named
the project Deep Blue. The human chess champion won in 1996 against an earlier
version of Deep Blue; the 1997 match was billed as a rematch.
The champion and computer met at the Equitable Center in New York, with
cameras running, press in attendance and millions watching the outcome. The odds of
Deep Blue winning were not certain, but the science was solid. The IBMers knew their
machine could explore up to 200 million possible chess positions per second. The chess
grandmaster won the first game, Deep Blue took the next one, and the two players drew
the three following games. Game 6 ended the match with a crushing defeat of the
champion by Deep Blue.
The matchs outcome made headlines worldwide, and helped a broad audience
better understand high-powered computing. The 1997 match took place not on a
standard stage, but rather in a small television studio. The audience watched the match
on television screens in a basement theater in the building, several floors below where
the match was actually held. The theater seated about 500 people, and was sold out for
each of the six games. The media attention given to Deep Blue resulted in more than
three billion impressions around the world.
Deep Blue had an impact on computing in many different industries. It was
programmed to solve the complex, strategic game of chess, so it enabled researchers to
explore and understand the limits of massively parallel processing. This research gave
developers insight into ways they could design a computer to tackle complex problems
in other fields, using deep knowledge to analyze a higher number of possible solutions.
The architecture used in Deep Blue was applied to financial modeling, including
marketplace trends and risk analysis; data mininguncovering hidden relationships
and patterns in large databases; and molecular dynamics, a valuable tool for helping to
discover and develop new drugs.
Ultimately, Deep Blue was retired to the Smithsonian Museum in Washington,
DC, but IBM went on to build new kinds of massively parallel computers such as IBM
Blue Gene . [Read more about this Icon of Progress.]
The Deep Blue project inspired a more recent grand challenge at IBM: building a
computer that could beat the champions at a more complicated game,Jeopardy!.
Over three nights in February 2011, this machinenamed Watsontook on two
of the all-time most successful human players of the game and beat them in front of
millions of television viewers. The technology in Watson was a substantial step forward
from Deep Blue and earlier machines because it had software that could process and
reason about natural language, then rely on the massive supply of information poured
into it in the months before the competition. Watson demonstrated that a whole new
generation of human - machine interactions will be possible.
http://www-03.ibm.com/ibm/history/ibm100/us/en/icons/deepblue/
Bentara.Asia Dunia terkejut saat Gary Kasparov bertekuk lutut di hadapan sang mesin
yang bernama Deep Blue (IBM) . Pada bulan November 1997 , Deep Blue membalas
dendam kekalahan di tahun sebelumnya. Dan firasat saya mengatakan peristiwa ini sama
pentingnya dengan mendaratnya manusia di bulan.
Catur diawali dengan pembukaan (opening). Langkah yang sudah menjurus textbook ,
dan merupakan akumulasi empiris manusia di papan catur. Langkah yang sudah baku ,
terdiri dari ribuan opening dan varian. Dari sekian banyak opening , yang umum di pakai
adalah carokann defense , sicilia defense , queen gambit , english opening , ruy lopez
(spanish game) , indian defenses et cetera. Sesudah itu permainan catur memasuki zone
tengah , yang menonjolkan kreatifitas untuk mendesak lawan. Dan memasuki zone akhir
adalah peranan logika untuk memastikan permainan berakhir dengan kepastian. Para
perwira dan bidak sudah berguguran sehingga nasib sang raja mudah untuk di ramalkan.
Manusia Versus Mesin.
Gary Kasparov adalah pemegang ELO rating tertinggi pada saat itu (2851) . Meraih juara
dunia Catur dalam usia 22 tahun dan menumbangkan dominasi Karpov dalam
pertarungan paling dramatis (melewati 17 kali remis berturut-turut) . Dan juga manusia
pertama yang berhasil melewati ELO rating sang jenius Bobby Fischer. Jadi , Gary
Kasparov adalah manusia yang paling pantas mewakili manusia melawan mesin super.
Martabat manusia di pertaruhkan pada saat ini. Gary Kasparov memiliki 100 milyar saraf
otak dan kalkulasi 2 langkah perdetik.
Lawannya adalah Deep Blue , berhasil di kalahkan dikalahkan Kasparov di tahun
sebelumnya dengan skor 4-2. Kini datang dengan kekuatan dua kali lipat . IMB
menyuntikkan 256 coprocessor paralel dengan total kecepatan 11.4 GigaFlops dan masuk
jajaran Top500 superkomputer dunia pada tahun 1997. Dengan kekuatan superkomputer
ini , Deep Blue mampu mengkalkulasi 200 juta langkah perdetik.
Hasilnya Deep Blue membalas dendam kekalahan tahun sebelumnya. Di game ke 6 ,
Kasparov memegang bidak hitam menyerah dalam partai mini (kekalahan dalam
belasan langkah saja) . Sungguh hal yang memalukan reputasi sang juara dunia tersebut.
Deep Blue menjadi mesin pertama yang mampu mengalahkan kecerdasan sang Juara
Dunia.
Makna Kekalahan Gary Kasparov.