Behind Deep Blue: Building the Computer that Defeated the World Chess Champion

Behind Deep Blue: Building the Computer that Defeated the World Chess Champion

by Feng-hsiung Hsu
ISBN-10:
0691118183
ISBN-13:
9780691118185
Pub. Date:
02/15/2004
Publisher:
Princeton University Press
ISBN-10:
0691118183
ISBN-13:
9780691118185
Pub. Date:
02/15/2004
Publisher:
Princeton University Press
Behind Deep Blue: Building the Computer that Defeated the World Chess Champion

Behind Deep Blue: Building the Computer that Defeated the World Chess Champion

by Feng-hsiung Hsu

Paperback

$49.95
Current price is , Original price is $49.95. You
$49.95 
  • SHIP THIS ITEM
    Qualifies for Free Shipping
  • PICK UP IN STORE
    Check Availability at Nearby Stores
  • SHIP THIS ITEM

    Temporarily Out of Stock Online

    Please check back later for updated availability.


Overview

On May 11, 1997, as millions worldwide watched a stunning victory unfold on television, a machine shocked the chess world by defeating the defending world champion, Garry Kasparov. Written by the man who started the adventure, Behind Deep Blue reveals the inside story of what happened behind the scenes at the two historic Deep Blue vs. Kasparov matches. This is also the story behind the quest to create the mother of all chess machines. The book unveils how a modest student project eventually produced a multimillion dollar supercomputer, from the development of the scientific ideas through technical setbacks, rivalry in the race to develop the ultimate chess machine, and wild controversies to the final triumph over the world's greatest human player.


In nontechnical, conversational prose, Feng-hsiung Hsu, the system architect of Deep Blue, tells us how he and a small team of fellow researchers forged ahead at IBM with a project they'd begun as students at Carnegie Mellon in the mid-1980s: the search for one of the oldest holy grails in artificial intelligence—a machine that could beat any human chess player in a bona fide match. Back in 1949 science had conceived the foundations of modern chess computers but not until almost fifty years later—until Deep Blue—would the quest be realized.


Hsu refutes Kasparov's controversial claim that only human intervention could have allowed Deep Blue to make its decisive, "uncomputerlike" moves. In riveting detail he describes the heightening tension in this war of brains and nerves, the "smoldering fire" in Kasparov's eyes. Behind Deep Blue is not just another tale of man versus machine. This fascinating book tells us how man as genius was given an ultimate, unforgettable run for his mind, no, not by the genius of a computer, but of man as toolmaker.


Product Details

ISBN-13: 9780691118185
Publisher: Princeton University Press
Publication date: 02/15/2004
Edition description: With a New Afterword by the Author
Pages: 320
Product dimensions: 6.00(w) x 9.25(h) x (d)

About the Author

Feng-hsiung Hsu is the founding father of the Deep Blue project. He began it in 1985 as a graduate student at Carnegie Mellon University. From 1989 to 1997 he worked as the system architect and chip designer for the Deep Blue Chess machine at IBM's T. J. Watson Research Center. He is now a senior researcher at Microsoft Research Asia.

Read an Excerpt

COPYRIGHT NOTICE: Published by Princeton University Press and copyrighted, © , by Princeton University Press. All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher, except for reading and browsing via the World Wide Web. Users are not permitted to mount this file on any network servers.

Chapter 1

Show Time!

In late April 1997, posters for an unusual chess event were appearing on the streets of New York. They showed a somber and pondering gentleman in his early 30s peering over a chess set at the viewers. The small caption under his chin said, "How do you make a computer blink?" The gentleman on the poster was the World Chess Champion Garry Kasparov, possibly the strongest chess player who has ever lived.

Off the street, in the basement of the Equitable Building, I was staring at the blank screens in an empty auditorium. In a few days, the auditorium would be filled with an overflowing crowd; TV cameras would be entrenched at vantage locations and the three huge projection screens at the front would come to life. The left screen would be showing a live image from a TV studio on the 35th floor of the building, serving as the game room. The live image would usually show the two contestants sitting across a specially designed playing table. The contestant on the left would be Garry Kasparov. The contestant on the other side would be one of my two colleagues, Murray Campbell and Joe Hoane, or me.Garry's real opponent was the chess computer, Deep Blue, that the three of us had designed and programmed. During the games we acted merely as extensions of Deep Blue and made moves for it on the physical chessboard. In the auditorium itself, three chess commentators, sometimes with a guest commentator or two, would be using the center screen to show their analysis of the ongoing game. The right screen would be displaying the overhead shot of the chessboard. This way, the audience in the auditorium would have a clear view of the present game position.

It had taken me almost twelve years to reach this point. When I started, Garry was not the World Champion; it was a few months yet before he was crowned. For the past eleven years, since 1986, my partners and I had been building successively more powerful chess computers. Our eventual goal was to beat the World Chess Champion, whoever he or she was.

Before us, many pioneers, some famous and some not so famous, had made their contributions to the "Computer Chess Problem". In 1949, Claude Shannon made his proposal on how to program a computer to play chess. Since then, thousands of computer scientists, engineers, hobbyists, chess players, and even commercial organizations had worked on the problem. Some wanted to use chess as an experimental tool to find out how human intelligence worked. "If one could devise a successful chess machine, one would seem to have penetrated to the core of human intellectual endeavor," said Allen Newell, Cliff Shaw and Herbert Simon in one of the early computer chess papers. Other people viewed chess as a clear-cut, well-defined example of a complex problem. "Solving" chess could conceivably provide new techniques to solve other complex problems. The commercial entities did it for profit, of course, and some people, especially the hobbyists, did it just for fun.

We approached the problem from a different direction. We, or at least I, viewed the problem as a purely engineering one. Since the late 1970s, it had been established that chess computers became stronger as their hardware speed increased. By 1985, when I started my small project that eventually become Deep Blue, the extrapolation from the experimental data indicated that a one thousandfold increase in hardware speed might be sufficient to produce a World Champion-class chess machine. Our project began with a simple goal, namely, to find out whether a massive increase in hardware speed would be sufficient to "solve" the Computer Chess Problem. Building this "Mother of all Chess Machines" was an interesting problem by itself. Of course, it would be an added bonus if our machine could indeed defeat the World Champion.

The previous version of Deep Blue, lost a match to Garry Kasparov in Philadelphia in 1996. But two-thirds of the way into that match, we had played to a tie with Kasparov. That old version of Deep Blue was already faster than the machine that I conjectured in 1985, and yet it was not enough. There was more to solving the Computer Chess Problem than just increasing the hardware speed. Since that match, we rebuilt Deep Blue from scratch, going through every match problem we had and engaging Grandmasters extensively in our preparations. Somehow, all the work caused Grandmaster Joel Benjamin, our chess advisor, and one of the best chess players in the US, to say, "You know, sometimes Deep Blue plays chess." Joel could no longer distinguish with certainty Deep Blue's moves from the moves played by the top Grandmasters.

The press covered this new match with much anticipation. If the new Deep Blue won the match, then it would be a momentous occasion in the long history of men as toolmakers. It would also be the completion of a long-sought-after milestone for computer scientists and artificial intelligence researchers. It was almost certain that this match would be bigger than any World Chess Championship match, with possibly the sole exception of the Fischer vs. Spassky match in 1972. If we did win, perhaps not even that Fischer vs. Spassky match would compare.

The new Deep Blue was much improved, but would it be enough? Would the journey begun by my partners and me so many years ago finally be over?

Table of Contents

Prefacevii
Acknowledgmentsxi
Chess Notationxv
Prologue
Chapter 1Show Time!3
Carnegie Mellon
Chapter 2An Office of Troublemakers9
Chapter 3Taking the Plunge20
Chapter 4The Chess Machine That Wasn't46
Chapter 5The Race for First Machine Grandmaster69
Chapter 6"Knock, Knock. Who's There?"90
Intermezzo
Chapter 7First Date with History105
IBM
Chapter 8We Need a New Name125
Chapter 9Bringing Up the Baby143
Chapter 10A Living Mount Everest162
Chapter 11Retooling186
Chapter 12The Holy Grail204
Epilogue
Chapter 13Life after Chess261
Appendixes
Appendix AA Lad from Taiwan277
Appendix BSelected Game Scores292
Appendix CFurther Reading297

What People are Saying About This

From the Publisher

"Feng-hsiung Hsu, who masterminded Kasparov's match play defeat by a computer, tells his story. A nerdy book might be expected, delving into arcane topics (computer chip design, programming, chess), but instead we have something more like 'Indiana Jones and the Holy Grail.' No specialist knowledge is demanded. The author's adventures with phantom queens, etc. are fascinating. His will-to-win matched that of the legendary Kasparov."—Ken Whyld, Editor of the Oxford Companion to Chess

"I don't play chess; never have. Most research, as Edison said, is 90% perspiration and 10% inspiration—not exciting to watch. Thus, I did not have high hopes for Behind Deep Blue. Wrong! It's a page-turner! Even if you don't follow the technical details of chip design or chess, Hsu has captured the very human dimension exquisitely! It's a great story!"—William A. Wulf, President of the National Academy of Engineering, AA&M Professor of Computer Science, University of Virginia

Ken Whyld

Feng-hsiung Hsu, who masterminded Kasparov's match play defeat by a computer, tells his story. A nerdy book might be expected, delving into arcane topics (computer chip design, programming, chess), but instead we have something more like 'Indiana Jones and the Holy Grail.' No specialist knowledge is demanded. The author's adventures with phantom queens, etc. are fascinating. His will-to-win matched that of the legendary Kasparov.
Ken Whyld, Editor of the "Oxford Companion to Chess"

Wulf

I don't play chess; never have. Most research, as Edison said, is 90% perspiration and 10% inspiration--not exciting to watch. Thus, I did not have high hopes for Behind Deep Blue. Wrong! It's a page-turner! Even if you don't follow the technical details of chip design or chess, Hsu has captured the very human dimension exquisitely! It's a great story!
William A. Wulf, President of the National Academy of Engineering, AT&T Professor of Computer Science, University of Virginia

From the B&N Reads Blog

Customer Reviews