The Kibitzer by Tim Harding CHESS COMPUTERS AREN'T REALLY SO CLEVER It is time for The Kibitzer to take a look at the world of computer chess. This article was written, to meet the deadline, after the first two games in the Kasparov-Deep Blue 2 match. By the time most of you read this column the match will be over, so I shall touch on it tangentially but not attempt to report on it. Many others are doing that, and my own report will appear in the 7/1997 issue of my magazine "Chess Mail." I have been following chess and computing since the 1970s; prior to that computer chess was largely the preserve of university research on mainframe or minicomputers. The first Chess Challenger "dedicated" chess computer appeared in European shops for the Christmas market in 1977, followed in the next few years by various competitors; many of these were very crude but some of the top-of-the-range models could set ordinary club players serious problems by the mid-1980s. It was at least another decade before PCS became fast and powerful enough to run a program that could rival the performance of the dedicated computers that could do nothing except play chess. Some of you may have read my two books on the subject, both long out of print now, "The Chess Computer Book" (Pergamon 1981) and "The New Chess Computer Book" (Pergamon 1985). These dealt with the early days of commercial chess-playing computers; as part of the research for the first book, in March 1981 I organised a two-day humans v computers tournament, Computachess 81, at Dublin's ancient university, Trinity College with 24 human and 16 computer opponents. Computer v computer pairings were avoided whenever possible. This event was hardly a scientific test but was amusing and some interesting results were generated. Here is an example from the 1981 event in which the Sargon 2.5 program (White) defeated a young player rated 1609: 1 Nf3 d6 2 Nc3!? e5 3 d4 exd4 4 Nxd4 Nf6 5 e4 Be7 (Suddenly it's a Philidor Defence.) 6 Bc4 Bd7 (Too passive; 6...0-0 followed by ...c6 is better, striving for ...d5 and maybe even threatening ...Nxe4.) 7 Bf4 0-0 8 0-0 Nc6 9 Nxc6 Bxc6 10 Qd4 Re8 11 Rfd1 Bf8. Even early computers tended to be good in such open classical positions. 12 e5! dxe5 13 Bxf7+! Kxf7. Black should have tried 13...Kh8! since although 14 Qc4 wins the exchange the computer would still have had opportunities to slip up afterwards. 14 Qc4+ Bd5 15 Nxd5 Re6 16 Nxc7 Qc8 17 Bxe5 Ne8 18 Rd8! 1-0. I didn't run a similar event for the second edition of the book because by then the performance of computers against humans under match conditions was becoming better known, with many people entering "their" computers in weekend tournaments, but I did run a match between computers and players from my local club. In recent years the top computers have been good enough to give strong human players a tough game as the series of AEGON man v machine tournaments has shown, although it is encouraging that a human master won the 1997 event with a score of 100%! By the mid-1980s chess computers were becoming big business and it became nearly impossible to keep up with the rate of development. I left the job of testing new models and programs to others; nowadays Eric Hallsworth in England and a team of testers in Sweden publish regular computer rating lists and write about computer performance in Eric's bi-monthly magazine "Selective Search." You can also follow computer chess debates in the Usenet newsgroup rec.games.chess.computer although you may find much of the topics very technical. Programming a computer to play chess is not easy and those who do it well have usually made a career of it, improving their knowledge incrementally and also benefitting from the rapid advances in hardware (especially faster processors and cheaper RAM) to do things that were just impossible or too expensive in the 1970s and 1980s. Undoubtedly many of the latest programming ideas are trade secrets but you can get a fair idea of what's going on behind the scenes from "Selective Search." The theoretical basis for programming computers to play chess goes back to the paper Claude E. Shannon of Bell Telephone Labs wrote on the subject in the late 1940s. The first computer world championship was held in 1974 and computer championships became fairly regular events from the late 1970s, with separate microcomputer events from which the programs running on big hardware were excluded. The early days of 1970s computer chess competition can still be read about in the collection "Chess Skill In Man and Machine" edited Peter W. Frey (Springer-Verlag 1977) and "The Machine Plays Chess?" by Alex G. Bell (Pergamon, 1978). "Artificial intelligence" was a buzzword in the 1980s and several books were published dealing with the academic research into chess programming, many of these being papers read at conferences. Some of these topics may have been blind alleys; others pointed the way towards Deep Blue 2. The first "Advances In Computer Chess" conference book came out in 1977, followed by others in 1980, 1982 and 1986. Most of these papers are very technical. A selection of previously published material was collected and edited by David Levy (chief organiser of the upcoming Mind Sports Olympiad) in 1988, under the title "Computer Chess Compendium." The trend through the 1980s and 1990s has been to eschew some of the theoretical concepts seen in these papers, which aimed to try to make a computer play chess more like a human master. Botvinnik's much-hailed Pioneer project (which he described in the late 1960s) never came to anything and that also seems to have been the case, for whatever reason, with other university-based projects. Pure "brute-force" programs, that just aimed to defeat opponents by out-calculating them, have the shortcoming that if positions cannot be reached in which there are favourable continuations, the programs can only win by exploiting opponents' blunders. Therefore some "intelligence" has to be built into brute-force programs is required, but one short-cut to this now is to provide the programs with ever-larger and more sophisticated openings books. This means that the chances are that the opponent (human or machine) will make a tactically exploitable error before the program has to start thinking "strategically." The hardware advances of recent years have made it ever-easier to concentrate on developing brute-force methods, backed up by improving the computers' endgame play, which has usually been their weakest point - unless they can reach an endgame that has been completely "solved". Even today's very advanced PC programs are still capable of making surprising mistakes, however. The following case even made me wonder if today's commercially-oriented programmers were aware of all the academic literature I mentioned above. In the current (April-May) issue of "Selective Search" I read how the programmers of Hiarcs, one of the stronger PC programs of recent years, decided to rush out a new version 6 early this year, because of a bug found in version 5. This bug was discovered by Swedish testers, who play games out to a finish. The official statement on the release of HIARCS6 included these sentences: "After extensive post-release testing at tournament time controls it has been observed that HAIRCS5 occasionally takes a draw by repetition in a totally won position. Most users have never seen this, as they will have resigned long beforehand! However occasionally HAIRCS5 will make a mate announcement and then go round in circles, allowing the draw instead of completing the mate!" This sounded familiar to me, although Eric Hallsworth gave no examples in his magazine. Then I remembered the COKO incident! Turn the clock back a quarter of a century to the 1971 ACM tournament. The program COKO III was White against GENIE in the following position. White: Ke2, Qe4, Rh1, Bf1; pawns - a2, b2, c4, e3, f2, g2, h2. Black: Kd6, Ra8, Re8; pawns - a7, b7, c6, f6, g5. Here White has an overwhelming material advantage (despite having not moved two of its pieces) and continued its king-hunt by: 28 c5+! Kxc5 29 Qd4+ Kb5 30 Kd1+ Ka5 31 b4+ Ka4 32 Qc3. This is the kind of position that probably arose in the HIARCS5 case; its programmers and testers had the programs set to stop and record a win when one side had an advantage this big. No doubt if you give this precise position to HIARCS5, it will win it, but something of this kind must have happened. Now COKO threatens immediate mate by Qb3 so Black, being a computer, did not resign but postponed the evil hour by a few checks. 32...Red8+ 33 Kc2 Rd2+ 34 Kxd2 Rd8+ 35 Kc2 Rd2+ 36 Qxd2 It is hard to understand why COKO took with the queen this time instead of Kxd2 leaving the Qb3 mate in place. Confronted with every variation showing nearly an infinite plus score, it must have become disorientated, and 25 years later a similar bug affected HIARCS; probably it gave perpetual check instead of mating. But this is only the beginning; see what happened next to poor COKO: 36 Ka3 37 Qc3+ Kxa2 Now of course there is a mate in one but apparently nothing in COKO's code told it mate in one is superior to mate in two or three or four Black does not threaten to eliminate the mate so COKO continued: 38 Kc1????! And the game went on: 38...f5 39 Kc2 f4 40 Kc1 g4 41 Kc2 f3 42 Kc1 fxg2 43 Kc2 gxh1=Q I think if HIARCS landed up in this position it would definitely play Qb2 mate at last but COKO was stuck in a loop, and after 44 Kc1?? Qxf1+ it even lost in the end! It is extremely improbable that anything like this could befall Deep Blue 2 but you can never be sure. There could be bugs lurking inside Deep Blue 2 that a handful of games are insufficient to discover and exploit, even in a six-game match against the world champion. The IBM programming team are reported as saying that they no longer find that PC programs offer worthwhile opposition for Deep Blue 2 so we are talking here about hardware many times more sophisticated and powerful than that on which you or I may run a program like HIARCS, Genius, Fritz or Rebel. It may be that the best of those programs is in no way inferior to Deep Blue 2 if they were running on identical hardware but I guess we'll never know. Even the old rule of thumb that computers are strong in tactical situations, but prone to error in positional games, is going out of the window now. With Deep Blue 2 playing the first game against Kasparov like a maniac and the second like Karpov, it's clear that both humans and computers have a lot to learn about chess! Israeli grandmaster Yona Kosashvili (rating 2560) was the winner of the 1997 AEGON human v computer tournament in the Netherlands recently. He won all his games and here is the one from the last round. Kosashvili - CHESSICA The Hague, 1997 1 c4 e5 2 Nc3 Nf6 3 e4 This is a relatively unusual move, 3 g3 or 3 Nf3 being normal. 3...c6 4 d4 According to the Encyclopaedia of Chess Openings (ECO) this is an error because of the reply and White is supposed to play 4 Nf3 here. 4...Bb4 ECO says Black has some advantage now, citing the Bulgarian master Malich as its authority. Perhaps, however, Kosashvili had investigated this line for himself, or else he just recovered well in the next few moves? 5 dxe5 Many human players are afraid of tactical skirmishes against computers but they can be won if the master calculates accurately the kind of end-position which the computer will misjudge. 5 ..Nxe4 6 Qd4 Qa5 7 Nge2 Nc5 Black threatens 8...Nb3 winning the exchange so White covers the b3 square. 8 Qd1 d5 Black has a lead in development and probably calculated principally the variations resulting from captures on d5; now 9 cxd5 Bf5 would give Black a strong initiative. However, castling would have been safer. 9 a3 White will demonstrate that the computer's pieces are not so well placed after all. If Black exchanges on c3 he will clearly stand badly, so... 9...d4 DIAGRAM. White's next move is a deep strategic sacrifice, which will confuse the computer's evaluation function. 10 axb4!! Not 10 Qxd4 Nb3 nor 10 Nxd4 Bxc3+. For a slight material disadvantage, White now achieves a fine position. 10...Qxa1 11 Nxd4 Ne6 12 Nb3 Qa6 13 c5 b5 14 Qd6 Computers have been taught to set a high value on castling so CHESSICA makes it a priority to enable this. 14...Bd7 14...Qb7 seems better, trying to get the queen to a useful square (d7 or e7) as soon as possible. 15 f4 Nd8 16 f5 Nb7 The situation of Black's queen is comical. She has no moves at all. 17 Qd3 0-0 18 f6 Now the castled king position is vulnerable. 18...Re8 19 Qg3 Bg4 The computer gives up a piece to postpone its doom. If 19...g6 20 Qf4 and mate can only be postponed by 20...Nd8 21 Qh6 Rxe5+ 22 Be2 Ne6 23 Nd4 Qa1 24 Nxe6 Qxc1+ 25 Qxc1 with an easy win for White. 20 Qxg4 g6 21 Bf4 Nd8 22 Bd3 Ne6 23 0-0 Nd7 24 Bg3 Qb7 25 Ne4 Red8 26 Nd6 Qc7 27 Rc1 Rab8 28 Nd4 Nxd4 29 Qxd4 The machine, in a completely lost position, now makes the kind of move that shows that programming a chess computer is not an exact science: 29...Rb6?? 1-0 CHESSICA's operator pulled the plug since there is no reason not to play cxb6. The computers won the event overall, but since there were fifty of them and fifty human players, I don't consider that as significant as the fact that humans took the first three places. Maybe the evolution of computer chess will one day even prove the old Weaver Adams conjecture that White has a forced win at chess? Then we'll all have to decide whether we are too old to take up the Japanese game of GO instead.