Anti-computer tactics
Anti-computer tactics is a style of play used by humans to beat strong computer opponents at various games, especially in board games such as chess and Arimaa. It involves playing conservatively for a long-term advantage that the computer is unable to find in its game tree search. This will frequently involve selecting moves that appear sub-optimal in the short term in order to exploit known weaknesses in the way computer players evaluate positions.
In chess
One example of the use of anti-computer tactics was Brains in Bahrain, an eight-game chess match between human chess grandmaster, and then World Champion, Vladimir Kramnik and the computer program Deep Fritz 7, held in October 2002. The match ended in a tie 4-4, with two wins for each participant and four draws.[1]
In the 1997 Deep Blue versus Garry Kasparov match, Kasparov played an anti-computer tactic move at the start of the game to get Deep Blue out of its opening book.[2] Kasparov chose the unusual Mieses Opening and thought that the computer would play the opening poorly if it had to play itself rather than use its opening book.[3] Kasparov played similar anti-computer openings in the other games of the match but the tactic backfired.[4]
Anti-computer chess games
- Garry Kasparov vs Deep Blue (Computer) IBM Man-Machine, New York USA 1997
- Garry Kasparov vs X3D Fritz (Computer) Man-Machine World Chess Championship 2003
- Rybka (Computer) vs Hikaru Nakamura ICC blitz 3 0 2008
See also
- Human-computer chess matches
- Horizon effect
- Arimaa - A game inspired by Kasparov's loss to Deep Blue in 1997.
References
- ↑ ChessBase.com - Chess News - Fritz Defends to Draw Game 8 and the Match! Final Score: 4-4
- ↑ Daily Chess Columns-All the News That's Fit to Mock. 3) Anti-computer chess. from chessbase.com
- ↑ Chess Life, Special Summer Issue 1997.
- ↑ How Much Longer Can Man Match the Computer? - The Fall of Man from chesscafe.com