

And it was right after the Championship that IBM’s Research department approached the three and offered them jobs on their research team and the supplies they needed to improve their computer. Anyways, Deep Blue was already a very powerful computer, being able to analyze 50,000 chess moves a second, it won the World Computer Chess Championship just four years after its initial creation. But it would later be renamed Deep Blue in the 1990’s. It was created in the year 1985, and at the time it was called the Chiptest computer.

Deep Blue was created by three men named Feng-hsiung Hsu, Murray Campbell, and Thomas Anantharaman, whom were, at the time, students at Carnegie University. And computer chess programs continued to be unsuccessful until a computer named…. But ironically, early attempts to actually build a successful computer with these fundamental ideas failed because computers were simply not strong enough to handle the amount of calculations that were needed. Interestingly enough, these were based off concepts of Game Theory.

Over the course of 10 years they came up with the foundational ideas that are behind every chess program known to man. Computer Chess was pioneered by two scientists named Allen Newell and Herbert Simon. Essentially, they wanted to try to build an Artificial Intelligence that was as smart or smarter than human beings. Even scientists began to believe that if a computer could play chess, one of the more challenging games for human intelligence, then “other problems that seemed to require human intelligence might also be solved”. In fact, they were becoming so powerful that people began to predict that computers could one day perform human tasks more efficiently than a human could. However, post-WWII scientists began to realize that there were other applications for these machines, which were growing stronger with every passing year. This is because computers were practically brand new and were mainly used as machines of war, only accessible by the military and government agencies.

Note: A King is not actually captured, a checkmate is the end of the game. A player wins by putting the King of their opponent in “Checkmate” which is an event that is triggered by placing your pieces in such a way that your opponent can not move his King without it being captured your next turn.A player wins a game if they put the opposing player’s King piece in a “checkmate”, a position that captures the King piece. There are 6 different types of pieces, all of which I will explain in the next slide because each type has their own unique rules and movement patterns. Each turn allows a player to move one piece (except in the case of special moves) at a time, in the process capturing pieces and removing them from play, all without jumping over pieces that are in the “paths of movement”. Two player game where white moves first, and each player takes their turn sequentially.
