Computer ChessHistory of Computer ChessThe period between 1949 and 1950 is considered the birth of computer chess. In 1949, Claude Shannon, an American mathematician, wrote an article titled “Programming a Computer to Play Chess” (5). The article contained the basic principles of programming a computer to play chess. It described two possible search strategies for a move that circumvented the need to consider all variations from a particular position. These strategies will be described later when we talk about the implementation of chess as a computer program. Since then, no other strategy has been developed that works better, and all engines use one of these strategies at their core. About a year later, in 1950, an English mathematician Alan Turing (6) (published in 1953) invented an algorithm aimed at teaching a machine to play chess. Unfortunately, at that time there was no machine powerful enough to implement such an algorithm. Therefore, Turing worked out the algorithm manually and played against one of his colleagues. The algorithm lost, but it was the beginning of computer chess. In the same year John von Neumann created a very powerful calculating machine for its time. The machine was built to perform calculations for the Manhattan Project. But before being used there, it was tested by implementing an algorithm to play a simplified variant of the game (6x6 board with no bishops, no castling, no pawn moves on two squares, and some other restrictions). The machine played three games: it fought against white, lost against a strong player and beat a little girl who had learned to play chess a week earlier (7). In 1958, a great leap in this field was made by scientists at Carnegie-Mellon Univ......middle of paper......age here, it is possible to accumulate information on the effectiveness of each move through entire game tree, unlike killer moves where only a certain subtree is considered. Whenever a move turned out to be good (caused a quick cut or got a high evaluation score), its characteristic, which indicates how good this move is, is increased, and the higher this characteristic, the higher the privilege of moving in the list. For example, the move that was placed among the best 2 layers ago will still have a good feature and can be placed high even if a different piece can now move like that. Therefore, in Fig. 4, after the game continued 1. …Qxc3 2. Bxc3, White's move Bxf6 (instead of Qxf6 one move ago) is still dangerous. Of course all this only makes sense for a certain period of time and therefore the history table must be cleaned periodically.
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