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The following is an excerpt from the chapter:
The skill in chess is the ability to gauge the response of an opponent
to any of the possible scenarios presented during the game, and then
select the one that offers the greatest advantage at minimum risk.
The more you play the more likely you are to recognize the opportunities
and pitfalls. This approach can be recreated programmatically and has
been used in computerized chess games, not least in the famous 1996
defeat of Gary Kasparov, the reigning world champion, by IBM’s Deep
Blue. This computer used the most efficient chess software to evaluate
more than 100 billion moves on each turn while looking six moves ahead
in addition to being able to draw on an extensive library of past games,
yet it still only managed to win three of the six games, losing one and
drawing the other two.
This haphazard approach is similar to the process of evolution suggested
by Charles Darwin in his ‘Origin of Species’. If Deep Blue was pitted
against several thousand chess players simultaneously it is highly
probable that many games would proceed along similar lines with only a
few “Kasparov’s” left at the end. If the survivors then pass on what
they have learnt to the next wave of challengers, subsequent games
should last longer. More importantly (from the point of view of this
comparison) the ancestry of each game should be evident from the numbers
and position of pieces remaining on the board. |