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Chess Shannon Botvinnik PDF

The document discusses Claude Shannon's contributions to computer chess through his seminal 1948 paper on a mathematical theory of communication. It also discusses Mikhail Botvinnik's match against Shannon in 1965 and Botvinnik's 1968 paper on a chess algorithm that pioneered concepts like attack maps and endgame libraries. Finally, it provides an overview of the evolution of computer chess programs from the 1970s to today, highlighting improved algorithms, hardware, and the victory of Deep Blue over Garry Kasparov in 1997.

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0% found this document useful (0 votes)
345 views22 pages

Chess Shannon Botvinnik PDF

The document discusses Claude Shannon's contributions to computer chess through his seminal 1948 paper on a mathematical theory of communication. It also discusses Mikhail Botvinnik's match against Shannon in 1965 and Botvinnik's 1968 paper on a chess algorithm that pioneered concepts like attack maps and endgame libraries. Finally, it provides an overview of the evolution of computer chess programs from the 1970s to today, highlighting improved algorithms, hardware, and the victory of Deep Blue over Garry Kasparov in 1997.

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100 Years of Shannon: Chess, Computing and Botvinik

Iryna Andriyanova

To cite this version:


Iryna Andriyanova. 100 Years of Shannon: Chess, Computing and Botvinik. Doctoral. United States.
2016. �cel-01709767�

HAL Id: cel-01709767


https://hal.archives-ouvertes.fr/cel-01709767
Submitted on 15 Feb 2018

HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est


archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents
entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non,
lished or not. The documents may come from émanant des établissements d’enseignement et de
teaching and research institutions in France or recherche français ou étrangers, des laboratoires
abroad, or from public or private research centers. publics ou privés.
CLAUDE E. SHANNON
1916—2001

• 1936 : Bachelor in EE and Mathematics


from U.Michigan

• 1937 : Master in EE from MIT

• 1940 : PhD in EE from MIT

• 1940 : Research fellow at Princeton

• 1940-1956 : Researcher at Bell Labs

• 1948 : “A Mathematical Theory of


Communication”, Bell System Technical
Journal

• 1956-1978 : Professor at MIT


100 YEARS OF SHANNON

SHANNON, BOTVINNIK
AND COMPUTER CHESS
Iryna Andriyanova
ETIS Lab, UMR 8051,
ENSEA/Université de Cergy-Pontoise/CNRS

54TH ALLERTON CONFERENCE


SHORT HISTORY OF

CHESS/COMPUTER CHESS
CHESS AND COMPUTER CHESS
T WO PARALLELS

W. Steinitz M. Botvinnik A. Karpov


1886 1894 1921 1948 1963 1975 1985 2006*

E. Lasker G. Kasparov

W. Steinitz: simplicity and rationality


E. Lasker: more risky play
M. Botvinnik: complicated, very original positions
A. Karpov, G. Kasparov: Botvinnik’s school
CHESS AND COMPUTER CHESS
T WO PARALLELS

W. Steinitz M. Botvinnik A. Karpov


1886 1894 1921 1948 1963 1975 1985 2006*

E. Lasker G. Kasparov

A.Turing
1914 1948 1957 1974 1989 1997
L. Torres y Quevedo 1950 M-M
 Deep Blue
C. Shannon match

A. Turing: TurboChamp algorithm


C. Shannon: “Programming a Computer for Playing Chess”
1957, MANIAC: first simple chess machine
1974, first chess machine world championship
CHESS AND COMPUTER CHESS
T WO PARALLELS

W. Steinitz M. Botvinnik A. Karpov


1886 1894 1921 1948 1963 1975 1985 2006*

E. Lasker G. Kasparov

A.Turing
1914 1948 1965 1974 1989 1997
L. Torres y Quevedo 1950 M-M
 Deep Blue
C. Shannon match

- Match between Shannon and Botvinnik in 1965


- “An Algorithm for Chess” by Botvinnik in 1968
INSIDE A

COMPUTER CHESS PROGRAM


WHAT A MODERN CHESS PROGRAMM HAS INSIDE?

• Board representation

• Move generator

• Database of openings

• Tree searching
techniques

• Positional evaluation

• Transposition tables
WHAT A MODERN CHESS PROGRAMM HAS INSIDE?

• Board representation

• Move generator

• Database of openings

• Tree searching
techniques
materialScore = kingWt * (wK-bK)
• Positional evaluation + queenWt * (wQ-bQ)
+ rookWt * (wR-bR)
+ knightWt* (wN-bN)
• Transposition tables + bishopWt* (wB-bB)
+ pawnWt * (wP-bP)
 
mobilityScore = mobilityWt * (wMobility-bMobility)
WHAT A MODERN CHESS PROGRAMM HAS INSIDE?

• Board representation

• Move generator

• Database of openings

• Tree searching
techniques

• Positional evaluation

• Transposition tables
STRATEGIES BY C. SHANNON (1950)
FIRS T FORMALISM OF COMPUTER C HESS

• Sum-zero utility function



f(p) 
 = 200(K-K')
+ 9(Q-Q')

 + 5(R-R')

 + 3(B-B' + N-N')
+ 1(P-P')

 - 0.5(D-D' + S-S' + I-I')
+ 0.1(M-M') + ...
  

KQRBNP 
 = number of kings, queens,
rooks, bishops, knights and pawns

D,S,I = doubled, blocked and
isolated 
 pawns

M = Mobility (the number of
legal moves)

• Minimax evaluation
[vonNeuman’47]
be evaluated grows exponentially in the de

considered intractable, that is computers a


STRATEGIES BY C. SHANNON (1950)
T YPES A AND B
smallest inputs. When dealing with expon

• Type A strategy

search over all possible
variations

- exponential explosion

- horizon effect

• Type B strategy

consideration of carefully
chosen better moves (human-
like)

- “plausible move generators”

- successive learning

- the search depth is
unlimited
Position 1: White has a trivial win, but because it
requires a 10 move maneuver a trivial type A
strategy will not find it.
COMPUTER CHESS EVOLUTION

= COMPUTERS EVOLUTION
COMPUTER CHESS EVOLUTION
= COMPUTERS EVOLUTION

Toy example:

White give a checkmate


in 3 moves:
1. Fxh7+ Rf8
2.Cg6+ fxg6
3.Tf4×
COMPUTER CHESS EVOLUTION
FROM 1970’S TILL NOWADAYS

• Improved Type-A
algorithms

- alpha-beta pruning

- killer heuristic

no need for very good
plausible move generators

• Improved computers

- parallelized processing

- special chess hardware

- memory volume

- cheap disk storage Kasparov against Deep Blue

Deep Blue chess machine : 30 parallel processors + 480 custom chess


chips, 10 years of development
STRATEGY OF TYPE B
TYPE-B STRATEGY
BY C. SHANNON

(1)Examine forceful variations out as 



far as possible and evaluate only 

at reasonable positions, where some 

quasi-stability has been established.


(2) Select the variations to be explored 



by some process so that the machine
does not waste its time in totally 

pointless variations.

Example from [Shannon’50]:

g(P) = 1 if any piece is attacked by a


piece of lower value or by more pieces
than defences or if any check exists
on a square controlled by the opponent
g(P) = 0 otherwise
for finding the “weaknesses” in the opponent’

TYPE-B STRATEGY
these. He spectacularly demonstrated his appro
BY M. BOT VINNIK
In

• “An Algorithm in Chess” 1968 b

a
• Pioneer project 1970s-1980s:


 se
- notion of attack maps

- notion of trajectories and
 o
adversary counter-trajectories
 m

- endgame library with base 
 fi
positions, nodal positions 

th
and scores
Position 3: Botvinnik-Capablanca 1938. By playing
su
1.Ba3!! White starts a remarkable combination which
gives it a victory 12 moves later. This position was
used by Botvinnik as a test case for his chess [B
algorithms.
fa
CONCLUSION
I never considered Deep Blue intelligent in any way.
It’s just an excellent problem solver in this very
specific domain.
— M. Campbell, Deep Blue team member

Brute-force alpha-beta may have done as much


damage to the process and credibility of computer-
chess research as it has given chess programs high
ratings.
— Donskoy, KAISSA developer
MESSAGE TO TAKE HOME

• B-type strategy

- by Shannon

- by Botvinnik

- machine learning

• Contribution of computer chess to science



- alpha-beta pruning

- transposition tables 

- artificial intelligence

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