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Subject: A nice article. Take two.

Author: Slater Wold

Date: 20:22:39 07/21/03


This article has it all; Kaspy, FRC, and even Frederic Friedel (owner of
ChessBase).


From
http://query.nytimes.com/gst/fullpage.html?res=9C0DE7DC173BF935A35751C0A9659C8B63
 (Subscription only.)

February 6, 2003, Thursday

METROPOLITAN DESK
Queen, Captured by Mouse; More Chess Players Use Computers for Edge
By AMY HARMON
Garry Kasparov, the world's leading chess player, is tied with a powerful
computer program in a six-game match at the New York Athletic Club that will
conclude tomorrow. But whoever wins this latest man-versus-machine showdown,
chess players say computers have already scored a profound victory by changing
the way humans play against one another.

It comes as little surprise that computers are now able to triumph regularly
over the top human chess players. What few foresaw was how quickly people would
become reliant on the machines for their own battles.


Players of every level are turning increasingly to computers to plan their moves
and suggest their strategies, and some fear that human mastery of a game valued
for centuries as a benchmark of intelligence is being irrevocably diluted.

''We don't work at chess anymore,'' Evgeny Bareev, the world's eighth-ranked
player, told ChessBase Magazine. ''We just look at the stupid computer, we
follow the latest games and find small improvements. We have lost depth.''

When Mr. Kasparov famously lost his species' hold on the chess crown to a
refrigerator-size I.B.M. computer called Deep Blue in 1997, chess was still
played very much as it had been for centuries. Since then, as advances in
computing speed have enabled software on a standard PC to rival the
supercomputers of an earlier era, a generation of human players has been seduced
into dependence on silicon assistance.

A version of Deep Junior, the chess program that is playing Mr. Kasparov this
week, can be bought for $50, as can rival programs with names like Fritz and
Shredder. Players use the software to analyze the strength of any particular
move and to simulate an opponent's many possible responses several moves out.

Chess players who once relied on thick tomes of annotated games and Post-its to
mark their favorite strategies now use computer programs to search constantly
updated online databases of two million or more of history's most significant
games. It is standard practice for players to call up all the past games of
opponents they will be facing in tournaments and direct the software to analyze
the best possible attacks.

Moreover, as the Internet replaces chess clubs as the main forum for games,
chess experts estimate that humans are surreptitiously being assisted by
computers in at least half of the hundreds of thousands of games that are played
online each day.

''A lot of people are just parroting what Fritz tells them to do,'' said
Frederic Friedel, whose company, ChessBase, recently developed software for its
Internet servers to try to prevent computer-assisted cheating among players who
go there to find games. ''On the other hand, knowledge always leads to
creativity.''

Players are becoming proficient in chess at much earlier ages as a result of
easy access to information on the Internet, chess experts say. But critics of
computer-assisted playing say they are also burning out sooner because the game
has become so much more demanding.

The most serious players say they feel compelled to study the 1,000 or so
master-level games played around the world each week that are immediately
annotated and made available on the Internet. Yet absorbing so much information,
some players say, detracts from an ability to concentrate intensely on
developing a personal style or strategy.

''People don't experiment as much anymore,'' particularly in the opening phase
of the game, said Maurice Ashley, a grandmaster from Brooklyn who is providing
commentary for the Kasparov-Deep Junior match. ''That's a loss.''

Even Mr. Kasparov now pays a team of chess grandmasters to scour the Internet
daily for the newest move played anywhere in the world. His brain trust spends
long hours churning through computer simulations of thousands of moves, which
Mr. Kasparov, considered by many to be the strongest player in the history of
chess, memorizes before tournaments.

Some chess aficionados see the increase in the melding of human intelligence and
computer technology as a natural development for a game long valued as an even
playing field for the mind. Many players say the availability of online
information democratizes the game. They also contend that computers have
emboldened people to try more daring strategies that earn the endorsement of
their software.

Principles once sacred, like the benefits of working in the center of the board,
can be challenged in computer simulations far more easily than on the board or
in the mind.

''Because of computers, humans are playing more broadly, and there are
astonishing numbers of new ideas,'' said John Watson, the author of several
books on modern chess strategy. ''Computers are opening the game up much more
than they are closing it.''

But others say chess is becoming more like checkers, with so much known or
memorized that games now more often end in draws. They complain that players
have become slaves to their software, so fascinated with the myriad
possibilities it presents that they do not bother to work out their own new
strategies.

''In the past, you weren't trying to clog your memory with all this other
stuff,'' said Joel Benjamin, a grandmaster in New York who worked with I.B.M. on
Deep Blue. ''Now you know more, but you also forget more.'' Mr. Benjamin
compared chess players' reliance on computers to the subtle addiction that comes
with programming numbers into a phone or a Palm organizer. It is not uncommon,
he said, to see a player's position suddenly fall apart during a game because
the player has memorized a series of moves, but not internalized the logic
behind them.

Technology historians say the effects of computer technology on chess echo a
classic theme articulated by George Orwell in ''The Road to Wigan Pier,'' an
investigation of labor conditions in England at the turn of the century. ''He
said machines are moving in and polluting the spiritual landscape, not on
purpose, but because they can't help it,'' said David Gelernter, a computer
scientist at Yale. ''This is the machine age, and no one uses a pump when you
can turn on the tap. But don't think that won't cost us.''

More to the point, some chess experts say, computers have taken some of the fun
out of the game, designated the ''touchstone of the intellect'' by Goethe and
seen by Benjamin Franklin as a metaphor for life.

While chess is still one of the few games where physical prowess and chance play
no role (except in choosing who goes first), players can no longer rely solely
on their singular intellects to succeed. They must also be much more adept at
memorization and manipulating information.

''What's happening with chess is it's gradually losing its place as the par
excellence intellectual activity,'' said Hans Berliner, a former world
correspondence chess champion and professor emeritus of computer science at
Carnegie Mellon. ''You don't have to be really good anymore to get good results.
Chess is winding down.''

Mr. Berliner, whose work on computer chess helped lead to Deep Blue and its
descendants, said smart people in search of a challenging board game might try a
game called go, which is popular in Asia and played with black stones and white
stones. The possible combinations are far greater than those in chess, which
come to about 10 to the 40th power.

Because the nature of the game makes it much harder for a computer to calculate
its way to success, no computer has come close to beating a human at go, and no
human go player would dream of depending on a computer for advice -- at least
for the moment.

Not everyone is prepared to give up on chess, which has after all been around
for about 1,500 years. The game is still going strong among the chess hustlers
in Washington Square Park, depicted in the movie ''Searching for Bobby
Fischer.'' The Internet has spawned untold numbers of games that would never
otherwise have been played, allowing anybody, anywhere, of any rank to find an
opponent, at any time.

Some players support a variation of the game proposed by Mr. Fischer, the former
world champion, to prevent memorization from dominating the game: the pieces
behind the pawns are randomly arranged at the beginning of each game.

Mr. Kasparov champions the idea of ''advanced chess,'' in which humans compete
by using sanctioned computer software during the game, and he has participated
in one such game. The future of chess, Mr. Kasparov and others suggest, lies not
in the competition between man and machine, but in their fusion.

On the Internet site of ChessBase, a leading publisher of chess programs, a
Centaur Room is set aside for people who want to play as a team with their
computers.

At an advanced chess tournament in 1999 that Mr. Friedel, the founder of
ChessBase, helped stage, two of the world's highest-ranking players, Viswanathan
Anand and Anatoly Karpov, played each other with fast desktop computers running
the latest version of a chess analyzer program provided by the sponsor. Each
player's computer screen was projected so that the audience could see him
experiment with moves, though the opponent could not.

At one point, Anand an a series of simulations in which he sacrificed a piece to
push a pawn across the board in order to get a queen and win. After using 10
precious minutes, the software program, Fritz, signaled that Anand had hit upon
a winning play. He proceeded to execute the sequence and win the game.

''The audience,'' Mr. Friedel said, ''was in rapture.''



Published: 02 - 06 - 2003 , Late Edition - Final , Section B , Column 3 , Page 1


© 2002 The New York Times Company.



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