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MuZero is a computer program developed by artificial intelligence research company DeepMind to master games without knowing their rules. [1] [2] [3] Its release in 2019 included benchmarks of its performance in go, chess, shogi, and a standard suite of Atari games.
Computer chess IC bearing the name of developer Frans Morsch (see Mephisto). Chess machines/programs are available in several different forms: stand-alone chess machines (usually a microprocessor running a software chess program, but sometimes as a specialized hardware machine), software programs running on standard PCs, web sites, and apps for mobile devices.
A chess engine generates moves, but is accessed via a command-line interface with no graphics. A dedicated chess computer has been purpose built solely to play chess. A graphical user interface (GUI) allows one to import and load an engine, and play against it. A chess database allows one to import, edit, and analyze a large archive of past games.
Chessmaster 2000 is a chess engine made for chess players from novice to professional skill levels. Players choose from 12 different skill levels to play against, and can have aides in game to assist them, such as hints offered by the CPU. Players could also turn the board 90 degrees in 3D.
The "Chess Genius" program was entered into a Professional Chess Association rapid chess tournament in 1994. It defeated and eliminated world champion Kasparov, but lost to Viswanathan Anand in the next round. [11] This was the first time a computer had defeated the world champion in an official game, albeit at rapid time controls.
Kasparov's defeat marked the end of a time when the best humans could beat the engines. Money continued to flow into chess computing and the industry flourished, not without controversy however. In 2011, the four time reigning champion engine Rybka, was disqualified from the World Computer Chess Championship for code plagiarism. [11]
Turochamp simulates a game of chess against the player by accepting the player's moves as input and outputting its move in response. The program's algorithm uses a heuristic to determine the best move to make, calculating all potential moves that it can make, then all of the potential player responses that could be made in turn, as well as further "considerable" moves, such as captures of ...
Game 6 of the Deep Blue–Kasparov rematch, played in New York City on May 11, 1997 and starting at 3:00 p.m. EDT, was the last chess game in the 1997 rematch of Deep Blue versus Garry Kasparov. Deep Blue had been further strengthened from the previous year's match with Kasparov and was unofficially nicknamed "Deeper Blue".