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Subject: Deep Blue used the "Antihuman" strategy and the Speed up approach !

Author: Jorge Pichard

Date: 07:10:22 12/25/01


The IBM team, meanwhile, has augmented the machine's hardware by adding parallel
nodes, which double its effective processing speed, and by sending the software
to "chess school" under the tutelage of Grandmaster Joel Benjamin. IBM also has
made psychologically motivated changes--what one might call an "antihuman"
strategy. For instance, the Deep Blue team has programmed the machine to prefer
wide-open positions, even if they would otherwise be evaluated as slightly less
promising than quieter continuation. Here the object is not so much to play
perfect chess as to play in a fashion that accentuates the machine's advantage
over the human.

It has been reported that the machine now knows to speed up its own play when
its opponent finds himself short of time. This approach, which is all too common
among beginning players, often proves fatal when used by humans, for it amounts
to renouncing one's advantage in time. But computers sacrifice less of their
strength by playing fast than would a human would because, unlike humans,
computers examine a geometrically expanding tree of possible variations. Each
move deeper into the tree yields roughly the same increment in playing strength
as the previous move, but it takes several times longer to complete. A human who
plays in 10 seconds rather than a minute may forfeit the equivalent of 200
rating points in strength; a computer would give up perhaps a quarter as much.

So far, the most prominent aspect of this struggle of alternative playing styles
has been the efforts by Kasparov to close the game and by Deep Blue to open it.
In Game 1, the machine managed to rip open the position with a number of violent
pawn exchanges, but Kasparov countered with the sacrifice of a rook for a bishop
and a pawn--approximately the material equivalent of losing a pawn. In return,
he got a powerful pair of pawns deep into Deep Blue's territory. The game might
still have been a fight had not the computer unaccountably exchanged queens,
producing a simply won endgame for Kasparov. In a sense, Deep Blue got the kind
of game it wanted but failed to capitalize on it.



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