Deep Blue(PKB's Assign)

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Deep BlueDari Wikipedia bahasa Indonesia, ensiklopedia bebas

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Deep Blue

Deep Blue adalah sebuah komputer catur buatan IBM.

Deep Blue adalah komputer pertama yang memenangkan sebuah permainan catur melawan seorang juara dunia (Garry Kasparov) dalam waktu standar sebuah turnamen catur. Kemenangan pertamanya (dalam pertandingan atau babak pertama) terjadi pada 10 Februari 1996, dan merupakan permainan yang sangat terkenal. Namun Kasparov kemudian memenangkan 3 pertandingan lainnya dan memperoleh hasil remis pada 2 pertandingan selanjutnya, sehingga mengalahkan Deep Blue dengan hasil 4-2.

Deep Blue lalu diupgrade lagi secara besar-besaran dan kembali bertanding melawan Kasparov pada Mei 1997. Dalam pertandingan enam babak tersebut Deep Blue menang dengan hasil 3,5-2,5. Babak terakhirnya berakhir pada 11 Mei. Deep Blue menjadi komputer pertama yang mengalahkan juara dunia bertahan.

Komputer ini saat ini sudah "dipensiunkan" dan dipajang di Museum Nasional Sejarah Amerika (National Museum of American History),Amerika Serikat.

http://id.wikipedia.org/wiki/Deep_Blue

Catur komputer

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Dari Wikipedia bahasa Indonesia, ensiklopedia bebas

Komputer catur dengan layar LCD pada 1990-an

Catur komputer adalah arsitektur komputer yang memuat perangkat keras dan perangkat lunak komputer yang mampu bermain caturtanpa kendali manusia. Catur komputer berfungsi sebagai alat hiburan sendiri (yang membolehkan pemain latihan atau hiburan jika lawan manusia tidak ada), sebagai alat bantu kepada analisis catur, untuk pertandingan catur komputer dan penelitian untuk kognisi manusia.Kategori 

Deep Blue (chess computer)From Wikipedia, the free encyclopedia

Deep Blue

Deep Blue was a chess-playing computer developed by IBM. On May 11, 1997, the machine, with human intervention between games, won the second six-game match against world champion Garry Kasparov, two to one, with three draws.[1] Kasparov accused IBM of cheating and demanded a rematch. IBM refused and retired Deep Blue.[2] Kasparov had beaten a previous version of Deep Blue in 1996.

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OriginsThe project was started as ChipTest at Carnegie Mellon University byFeng-hsiung Hsu, followed by its successor, Deep Thought. After their graduation from Carnegie Mellon, Hsu, Thomas Anantharaman, andMurray Campbell from the Deep Thought team were hired by IBM Research to continue their quest to build a chess machine that could defeat the world champion.[3] Hsu and Campbell joined IBM in autumn 1989, with Anantharaman following later.[4] Anantharaman subsequently left IBM for Wall Street and Arthur Joseph Hoane joined the team to perform programming tasks.[5] Jerry Brody, a long-time employee of IBM Research, was recruited for the team in 1990.[6] The team was managed first by Randy Moulic, followed by Chung-Jen (C J) Tan.[7]

After Deep Thought's 1989 match against Kasparov, IBM held a contest to rename the chess machine and it became "Deep Blue", a play on IBM's nickname, "Big Blue".[8] After a scaled down version of Deep Blue, Deep Blue Jr., played Grandmaster Joel Benjamin, Hsu and Campbell decided that Benjamin was the expert they were looking for to develop Deep Blue's opening book, and Benjamin was signed by IBM Research to assist with the preparations for Deep Blue's matches against Garry Kasparov.[9]

In 1995 "Deep Blue prototype" (actually Deep Thought II, renamed for PR reasons) played in the 8th World Computer Chess Championship. Deep Blue prototype played the computer program Wchess to a draw while Wchess was running on a personal computer. In round 5 Deep Blue prototype had the white pieces and lost to the computer program Fritz 3 in 39 moves while Fritz was running on an Intel Pentium 90Mhz personal computer. In the end of the championship Deep Blue prototype was tied for second place with the computer program Junior while Junior was running on a personal computer.[10]

Deep Blue versus KasparovMain article: Deep Blue versus Garry Kasparov

On February 10, 1996, Deep Blue became the first machine to win a chess game against a reigning world champion(Garry Kasparov) under regular time controls. However, Kasparov won three and drew two of the following five games, beating Deep Blue by a score of 4–2 (wins count 1 point, draws count ½ point). The match concluded on February 17, 1996.Deep Blue was then heavily upgraded (unofficially nicknamed "Deeper Blue")[11] and played Kasparov again in May 1997, winning the six-game rematch 3½–2½, ending on May 11. Deep Blue won the deciding game six after Kasparov made a mistake in the opening, becoming the first computer system to defeat a reigning world champion in a match under standard chess tournament time controls.The system derived its playing strength mainly out of brute force computing power. It was a massively parallel,RS/6000 SP Thin P2SC-based system with 30 nodes, with each node containing a 120 MHz P2SC microprocessor, enhanced with 480 special purpose VLSI chess chips. Its chess playing program was written in C and ran under the AIX operating system. It was capable of evaluating 200 million positions per second, twice as fast as the 1996 version. In June 1997, Deep Blue was the 259th most powerful supercomputer according to the TOP500 list, achieving 11.38 GFLOPS on the High-Performance LINPACK benchmark.[12]

The Deep Blue chess computer that defeated Kasparov in 1997 would typically search to a depth of between six and eight moves to a maximum of twenty or even more moves in some situations.[13] Levy and Newborn estimate that one additional ply (half-move) increases the playing strength 50 to 70 Elo points.[14]

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Deep Blue's evaluation function was initially written in a generalized form, with many to-be-determined parameters (e.g. how important is a safe king position compared to a space advantage in the center, etc.). The optimal values for these parameters were then determined by the system itself, by analyzing thousands of master games. The evaluation function had been split into 8,000 parts, many of them designed for special positions. In the opening book there were over 4,000 positions and 700,000 grandmaster games. The endgame database contained many six piece endgames and five or fewer piece positions. Before the second match, the chess knowledge of the program was fine tuned by grandmaster Joel Benjamin. The opening library was provided by grandmasters Miguel Illescas, John Fedorowicz, and Nick de Firmian. When Kasparov requested that he be allowed to study other games that Deep Blue had played so as to better understand his opponent, IBM refused. However, Kasparov did study many popular PC computer games to become familiar with computer game play in general.[citation needed]

Writer Nate Silver suggests that a bug in Deep Blue's software led to a seemingly random move (the 44th in the first game) which Kasparov misattributed to "superior intelligence". Subsequently, Kasparov experienced a drop in performance due to anxiety in the following game.[15]

AftermathAfter the loss, Kasparov said that he sometimes saw deep intelligence and creativity in the machine's moves, suggesting that during the second game, human chess players had intervened on behalf of the machine, which would be a violation of the rules. IBM denied that it cheated, saying the only human intervention occurred between games. The rules provided for the developers to modify the program between games, an opportunity they said they used to shore up weaknesses in the computer's play that were revealed during the course of the match. Kasparov requested printouts of the machine's log files but IBM refused, although the company later published the logs on the Internet.[16] Kasparov demanded a rematch, but IBM refused and dismantled Deep Blue.[17] Owing to an insufficient sample of games between Deep Blue and officially rated chess players, a chess rating for Deep Blue was not established.[citation needed]

In 2003 a documentary film was made that explored these claims. Entitled Game Over: Kasparov and the Machine, the film interviews some people who suggest that Deep Blue's victory was a ploy by IBM to boost its stock value.[17]

One of the cultural impacts of Deep Blue was the creation of a new game called Arimaa designed to be much more difficult for computers than chess.[18]

One of the two racks that made up Deep Blue is on display at the National Museum of American History in their exhibit about the Information Age[citation needed]; the other rack appears at the Computer History Museum in the "Artificial Intelligence and Robotics" gallery of the Revolution exhibit.[19] (Reports that Deep Blue was sold toUnited Airlines appear to originate from confusion between Deep Blue itself and other RS6000/SP2 systems.[20])Feng-hsiung Hsu later claimed in his book Behind Deep Blue that he had the rights to use the Deep Blue design to build a bigger machine independently of IBM to take Kasparov's rematch offer, but Kasparov refused a rematch.[21]

Deep Blue, with its capability of evaluating 200 million positions per second, was the fastest computer that ever faced a world chess champion. Today, in computer chess research and matches of world class players against computers, the focus of play has often shifted to software chess programs, rather than using dedicated chess hardware. Modern chess programs like Houdini, Rybka, Deep Fritz, or Deep Junior are more efficient than the programs during Deep Blue's era. In a recent match, Deep Fritz vs. world chess champion Vladimir Kramnik in November 2006, the program ran on a personal computer

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containing two Intel Core 2 Duo CPUs, capable of evaluating only 8 million positions per second, but searching to an average depth of 17 to 18 plies in themiddlegame thanks to heuristics.[22]

Deep Blue

OverviewTransforming the WorldCultural ImpactsThe TeamIn Their Words 

 

On May 11, 1997, an IBM computer called IBM ® Deep Blue ® beat the

world chess champion after a six-game match: two wins for IBM, one for

the champion and three draws. The match lasted several days and received

massive media coverage around the world. It was the classic plot line of

man vs. machine. Behind the contest, however, was important computer

science, pushing forward the ability of computers to handle the kinds of

complex calculations needed to help discover new medical drugs; do the

broad financial modeling needed to identify trends and do risk analysis;

handle large database searches; and perform massive calculations needed

in many fields of science.

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Since the emergence of artificial intelligence and the first computers in the late 1940s, computer scientists compared the performance of these “giant brains” with human minds, and gravitated to chess as a way of testing the calculating abilities of computers. The game is a collection of challenging problems for minds and machines, but has simple rules, and so is perfect for such experiments.

Over the years, many computers took on many chess masters, and the computers lost.

IBM computer scientists had been interested in chess computing since the early 1950s. In 1985, a graduate student at Carnegie Mellon University, Feng-hsiung Hsu, began working on his dissertation project: a chess playing machine he called ChipTest. A classmate of his, Murray Campbell, worked on the project, too, and in 1989, both were hired to work at IBM Research. There, they continued their work with the help of other computer scientists, including Joe Hoane, Jerry Brody and C. J. Tan. The team named the project Deep Blue. The human chess champion won in 1996 against an earlier version of Deep Blue; the 1997 match was billed as a “rematch.”

The champion and computer met at the Equitable Center in New York, with cameras running, press in attendance and millions watching the outcome. The odds of Deep Blue winning were not certain, but the science was solid. The IBMers knew their machine could explore up to 200 million possible chess positions per second. The chess grandmaster won the first game, Deep Blue took the next one, and the two players drew the three following games. Game 6 ended the match with a crushing defeat of the champion by Deep Blue.

The match’s outcome made headlines worldwide, and helped a broad audience better understand high-powered computing. The 1997 match took place not on a standard stage, but rather in a small television studio. The audience watched the match on television screens in a basement theater in the building, several floors below where the match was actually held. The theater seated about 500 people, and was sold out for each of the six games. The media attention given to Deep Blue resulted in more than three billion impressions around the world.

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Deep Blue had an impact on computing in many different industries. It was programmed to solve the complex, strategic game of chess, so it enabled researchers to explore and understand the limits of massively parallel processing. This research gave developers insight into ways they could design a computer to tackle complex problems in other fields, using deep knowledge to analyze a higher number of possible solutions. The architecture used in Deep Blue was applied to financial modeling, including marketplace trends and risk analysis; data mining—uncovering hidden relationships and patterns in large databases; and molecular dynamics, a valuable tool for helping to discover and develop new drugs.

Ultimately, Deep Blue was retired to the Smithsonian Museum in Washington, DC, but IBM went on to build new kinds of massively parallel computers such as IBM Blue Gene ®. [Read more about this Icon of Progress.]

The Deep Blue project inspired a more recent grand challenge at IBM: building a computer that could beat the champions at a more complicated game,Jeopardy!.

Over three nights in February 2011, this machine—named Watson—took on two of the all-time most successful human players of the game and beat them in front of millions of television viewers. The technology in Watson was a substantial step forward from Deep Blue and earlier machines because it had software that could process and reason about natural language, then rely on the massive supply of information poured into it in the months before the competition. Watson demonstrated that a whole new generation of human - machine interactions will be possible.

http://www-03.ibm.com/ibm/history/ibm100/us/en/icons/deepblue/

Manusia Versus Mesin | Makna Kekalahan Gary Kasparov dari Super Komputer Deep BluePosted on March 17, 2010 by superadminmoderatorBentara.Asia – Dunia terkejut saat Gary Kasparov bertekuk lutut di hadapan “sang mesin” yang bernama Deep Blue (IBM) . Pada bulan

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November 1997 , Deep Blue membalas dendam kekalahan di tahun sebelumnya. Dan firasat saya mengatakan peristiwa ini sama pentingnya dengan mendaratnya manusia di bulan.

Catur dan Humanitas

Tidak ada permainan yang lebih mewakili kekuatan manusia selain catur. Permainan catur mengalun indah diantara trias politica itu. Empiris (Textbook) , Kreatifitas dan Logika. Sama indahnya dengan permainan sepakbola dengan trio Belanda (Dutch Connection) dengan Rijkard – Gullit dan Van Basten. Ketiga kekuatan yang membentuk poros itu menghukum raksasa Sovyet di final Piala Eropa 1988.

Catur diawali dengan pembukaan (opening). Langkah yang sudah menjurus textbook , dan merupakan akumulasi empiris manusia di papan catur. Langkah yang sudah baku , terdiri dari ribuan opening dan varian. Dari sekian banyak opening , yang umum di pakai adalah carokann defense , sicilia defense , queen gambit , english opening , ruy lopez (spanish game) , indian defenses et cetera. Sesudah itu permainan catur memasuki zone tengah , yang menonjolkan kreatifitas untuk mendesak lawan. Dan memasuki zone akhir adalah peranan logika untuk memastikan permainan berakhir dengan kepastian. Para perwira dan bidak sudah berguguran sehingga nasib sang raja mudah untuk di ramalkan.

Manusia Versus Mesin.

Gary Kasparov adalah pemegang ELO rating tertinggi pada saat itu (2851) . Meraih juara dunia Catur dalam usia 22 tahun dan menumbangkan dominasi Karpov dalam pertarungan paling dramatis (melewati 17 kali remis berturut-turut) . Dan juga manusia pertama yang berhasil melewati ELO rating  sang jenius Bobby Fischer. Jadi , Gary Kasparov adalah manusia yang paling pantas mewakili manusia melawan mesin super. Martabat manusia di pertaruhkan pada saat ini.

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Gary Kasparov memiliki 100 milyar saraf otak dan kalkulasi 2 langkah perdetik.

Lawannya adalah Deep Blue , berhasil di kalahkan dikalahkan Kasparov di tahun sebelumnya dengan skor 4-2. Kini datang dengan kekuatan dua kali lipat . IMB menyuntikkan 256 coprocessor paralel dengan total  kecepatan 11.4 GigaFlops dan masuk jajaran Top500 superkomputer dunia pada tahun 1997. Dengan kekuatan superkomputer ini , Deep Blue mampu mengkalkulasi 200 juta langkah perdetik.

Hasilnya Deep Blue membalas dendam kekalahan tahun sebelumnya. Di game ke 6 , Kasparov memegang bidak hitam menyerah dalam “partai mini ” (kekalahan dalam belasan langkah saja) . Sungguh hal yang memalukan reputasi sang juara dunia tersebut.

Deep Blue menjadi mesin pertama yang mampu mengalahkan kecerdasan sang Juara Dunia.

Makna Kekalahan Gary Kasparov.

1. Kekalahan Kasparov ini di nilai sama pentingnya dengan peristiwa mendaratnya manusia ke bulan. Merupakan tonggak sejarah di mana kemungkinan artificial intelligence menggantikan manusia di masa mendatang.

2. Pentingnya pengalaman empiris bagi manusia. Betapapun cerdasnya manusia , dalam suatu peperangan seni perang menjadi sangat penting. Apalagi yang di hadapi adalah Mesin. Gary Kasparov memprotes dan menuntut IBM agar menyediakan data pertandingan ujicoba yang pernah di jalani Deep Blue .

3. Mesin tidak mengenal rasa takut , berani , gentar dan lain sebagainya . Sementara Kasparov mengalami tekanan psikis yang manusiawi , kelelahan , takut kalah , takut reputasinya rusak.

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4. Kasparov menuntut rematch dan tidak di kabulkan IBM yang segera menutup projectnya ini. Deep Blue selain di tujukan untuk menantang Garry Kasparov , juga di tujukan untuk penelitian ilmiah seperti perilaku cuaca yang sama kompleksnya dengan manusia. Kemenangan Deep Blue ini mendorong naiknya.

5. Kasparov juga menuduh IBM melakukan kecurangan dengan intervensi grandmaster lain di belakang mesin itu. Kasparov meminta printout log pertandingan itu yang di tolak IBM , tapi kemudian di publikasikan.  Salah satu log nya adalah game ke 6.

6. Grand Master Wanita seperti Sasa Polgar menantang Deep Blue untuk menjajal intuisi wanita yang kemudian di tolak juga oleh IBM. Sasa Polgar adalah saudara dari Judith Polgar . Judith Polgar sendiri adalah satu-satunya wanita yang sejajar dengan Grand Master Dunia yang umumnya adalah pria. Catur dan Wanitaadalah dunia yang unik untuk di amati. Karena selain Judith Polgar jarang sekali pecatur wanita sanggup mengimbangi Grand Master seperti Anand , Kasparov dan lain lain