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A mean chess-playing computer tears at the meaning of thought

Article Abstract:

IBM's Deep Blue chess-playing computer failed to beat chess grandmaster Gary Kasparov, leading most observers to believe that computers are still far from being capable of strategic thinking. Deep Blue combines powerful computational abilities with software that allows it to select among the various solutions to a problem. Both Kasparov and his advisor on computer matters say they saw the beginnings of artificial intelligence in Deep Blue, but others disagree with this conclusion. Several observers point out that chess presents a confined problem with a limited number of options, and that the computer's computational abilities will ultimately give it the edge. These observers stress that the software designers' who created Deep Blue's program achieved the greatest success. The research behind Deep Blue is designed to apply parallel processing to problems in finance, air traffic control, pharmacology and data mining.

Author: Weber, Bruce
Publisher: The New York Times Company
Publication Name: The New York Times
Subject: Business, general
ISSN: 0362-4331
Year: 1996
Artificial Intelligence Systems, Research, Software, Technology development, Beliefs, opinions and attitudes, Technology application, Artificial intelligence

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Man vs. machine: a rematch; as chess champ trains, deeper deep blue waits

Article Abstract:

Gary Kasparov and Deep Blue, an IBM RS/6000 SP are preparing for a rematch chess game. In Feb 1996, Mr. Kasparov defeated Deep Blue in four games out of six. Since then programmers have been able to expand Deep Blue's knowledge about the game of chess. The computer now is able to focus more completely on the most promising lines of play. The program is also more flexible, enabling programmers to make adjustments now between games. In last year's match the computer won the first game which stunned Mr. Kasparov. Mr. Kasparov was quickly able to identify the computers inclinations however, and then use them against it in the following games. When playing humans, Mr. Kasparov's aim is to find the most effective and elegant move. When playing a computer, Mr. Kasparov's aim is to find and exploit the greatest weakness.

Author: Weber, Bruce
Publisher: The New York Times Company
Publication Name: The New York Times
Subject: Business, general
ISSN: 0362-4331
Year: 1997
Computers, Achievements and awards

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Deep Blue escapes with draw to force decisive last game

Article Abstract:

IBM's Deep Blue supercomputer forced Russian chess master Garry Kasparov into a draw during the fifth game of their chess match. The draw keeps the game at a two and a half points each tie, with a win for each side and three consecutive draws. Mr. Kasparov is now in the position of having to win the sixth game with the black pieces, a drawback because white moves first. IBM has hired several chess masters, including grandmasters John Fedorovich and Nick DeFirmian who worked on Deep Blue's opening plays. Mr. Kasparov remarked that the computer made several human like moves, several of which surprised him. After the match Mr. Kasparov asked to receive a print out of the computer log from the previous games. IBM stated that no provision was made to reveal the logs before the match was over.

Author: Weber, Bruce
Publisher: The New York Times Company
Publication Name: The New York Times
Subject: Business, general
ISSN: 0362-4331
Year: 1997
Digital Computers, Super, Supercomputers, Supercomputer

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Subjects list: Computer industry, International Business Machines Corp., IBM, Chess, Kasparov, Garry, Competitions, Industry event, Special events
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